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{{Cardbox|
{{Infobox Card
  |Card = Embargo
  |name = Embargo
  |Cost = {{Cost|2}}
  |cost = 2
  |Set = Seaside
|type1 = Action
  |Type = Action
  |illustrator = Harald Lieske
  |text = +{{Cost|2}}<br>Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
}}


|Illustrator = Harald Lieske
'''Embargo''' is an [[Action]] card from the first edition of [[Seaside]]. It is a [[one-shot]] [[terminal Silver]], which adds a penalty to a [[Supply]] pile—whoever buys a card from that pile gains a {{Card|Curse}}. This penalty can be avoided with [[gainer]]s.
|Text = +{{Cost|2}}<br/>Trash this card. Put an Embargo token on top of a Supply pile.<br/>
----
''When a player buys a card, he gains a Curse card per Embargo token on that pile.
}}


'''Embargo''' is an [[Action]] card from [[Seaside]]. It is a [[one-shot]] [[terminal Silver]], which adds a penalty to a [[supply]] pile—whoever buys a card from that pile gains a {{Card|Curse}}. This penalty can be avoided with [[gainer]]s, or by waiting for Curses to run out. The Embargo token affects all players, so no strategy is safe from interruption by Embargos!
It was removed from the second edition of Seaside. Its successor/replacement is {{Card|Blockade}}.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
*You can pick any pile in the supply.
* The token can go on any Supply pile - a Kingdom card pile such as Embargo, or a base card pile such as {{Card|Silver}}.  
*If multiple Embargo cards are used to put Embargo tokens on the same pile, a player gains a {{Card|Curse}} card for every Embargo token when they buy a card from that pile.
* The token modifies the pile, so that anyone buying a card from that pile gains a Curse.
*You do not gain a {{Card|Curse}} card if you gain a card from an Embargoed pile without buying it (for example, if you gain a card with {{Card|Smugglers}}).
* This even affects the player who placed the Embargo token.
*If you {{Card|Throne Room}} an Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile.
* This is cumulative; with three Embargo tokens on a pile, buying a card from that pile will give you three Curses.  
*If you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles.
* Embargo tokens do not do anything if a card is gained without being bought, such as with {{Card|Smugglers}}, or if the Curse pile is empty.  
*If there are no {{Card|Curse|Curses}} left, Embargo tokens do nothing.
* Embargo tokens are not counter-limited; use a replacement if necessary.  
* If you {{Card|Throne Room}} Embargo, you will get +{{Cost|4}} but only place one token, since you can only trash Embargo once.


=== Other Rules clarifications ===
=== Other Rules clarifications ===
== Strategy Article ==
* If there are multiple Embargo tokens on a pile, each Curse gain from buying from that pile happens separately, which allows other when-buy [[Triggered effects|triggers]] (such as the pre-errata version of {{Card|Haggler|Haggler's}}) to activate in between Curse gains.
''[http://dominionstrategy.com/2010/11/16/seaside-embargo/ Original article] by theory''


The guiding principle behind effective use of Embargo is Embargoing cards that your opponents need more than you. It is always worthwhile to hurt your own deck so long as you hurt your opponents’ more.
== Strategy ==
[[Image:EmbargoTokens.jpg|thumb|left|300px|Some Embargo tokens.]]
Before it was removed, Embargo was a [[one-shot]] [[terminal silver]] and also offered an effect that disincentivized or punished buying the target card that you chose by distributing {{Card|Curse|Curses}}. Making good use of this effect is difficult, as the prime target in terms of punishing your opponents is likely to be a card that you also want to get many copies of. Therefore, Embargo is usually rather weak; when gained, it may be used primarily for the cheap one-shot {{Cost|2}} rather than as a [[curser]], and placing the token on an inconsequential pile may be the best choice. Using it in such a manner can be relevant in the [[opening]], when you may want the boost in economy but don’t want a {{Card|Silver}} in your deck as a long-term [[stop card]].


For example, if you have an early lead in Golds, placing the Embargo token on the Golds will lead to a long, brutal, and unpleasant game where you will have a decided advantage. Likewise, Embargoing the Victory cards when you are in the lead (or plan on going for VP tokens) helps you win by lowering the overall number of Victory Points available.
The value of and best target for the Embargo token are dependent on several factors:
* Divergent strategies: if an opponent has already committed to a particular strategy that you don’t want to follow, you gain an advantage by creating the penalty. For example, if an opponent has already gained a {{Card|Potion}} for {{Card|Alchemist}} and you plan to draw by other means, there is an obvious target.
* Predictable patterns: you need to anticipate the importance of certain cards to you and to your opponents, to decide which cards are most likely to be worth Embargoing; this is often easier when there are centralizing cards that your opponents would want multiple copies of. For example, the only [[non-terminal draw]] card in a given Kingdom could be a good Embargo target.
* Methods of evasion and unsuitable targets: Embargo is significantly weaker if there are ways for your opponents to avoid buying the targeted card, e.g. using [[gainer]]s. It is also ineffective against an opponent whose strategy makes heavy use of [[Event]]s or whose strategy can be easily modified to avoid extensive use of the affected card.
* {{Card|Curse}} handling: giving out {{Card|Curse|Curses}} with Embargo is more impactful the harder it is to get rid of them again, or at least draw through them.
The best case scenario—that the use of specific cards by your opponents will be highly divergent from your own, easily predictable, and hard to divert from—is very unusual, and so more often you’ll have to judge if Embargo’s marginal upside outweighs its downsides (mostly that it’s a low-impact [[terminal]] stop card).  


Unlike most cards, there’s no particular set of cards that Embargo works best with.  Rather, Embargo is especially powerful whenever an opponent is going for a specialized strategy that requires certain cards. For instance, if your opponent opens double Woodcutter with an eye towards the Gardens, Embargoes on the Gardens, Estates, and Woodcutters will be ruinous. (Note that this doesn’t work nearly as well if he goes Gardens with Workshops instead.) Against a Goons player, an Embargo on the Coppers stops him from “free” buys. A well-timed Embargo on the Dukes cripples players who over-invested in Duchies.  Even a strategy as simple as Village/Smithy can be stopped in its tracks.  And if you are concerned about your opponent rushing a 3-pile ending, Embargo can slow the game down enough for you to grab some VP.
Other than these specific cases, the main use case for Embargo is when you’re ahead on key cards. As an example, in the early game if you open with Embargo/{{Card|Silver}} and hit a pricepoint before your opponents, buy the important card (e.g. {{Card|Apprentice}}), and then are able to Embargo that card, you’ll be fairly far ahead as their first copy of that card would come with a {{Card|Curse}}. This can also happen if you have a {{Split|5|2}} opening split. The same idea applies if you have one copy of, for example, the only [[village (card category)|village]] and your opponents have none, as even if you [[glossary#s|split]] the pile evenly your opponents have to take more {{Card|Curse|Curses}} than you do. Another use case comes into play if you’re significantly ahead on deck control: if you will have a much easier time getting rid of the {{Card|Curse|Curses}}, they will affect your opponents more even if you take the same number as them.  


A less strategic but equally valid concern is using Embargo on cards you simply don’t like. Goodbye, Pirate Ship!  A meaner variant of this is Embargoing the Reaction cards (after you’ve picked some up, of course) so your Pirate Ships can ravage your opponents’ decks with impunity. Mwahaha!
===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/seaside-embargo/ theory's 2010 article]


Naturally, Embargo loses much of its effectiveness when Curse-giving attacks are present. However, opening with a {{Cost|5}} attack and Embargo can be deadly; for instance, if you Embargo the Witches before your opponent can get one, the Curses are almost guaranteed to split at least 7/3 or 8/2 even if he buys a Witch at the first opportunity.
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1|}} || +{{Cost|2}}<br>Trash this card. Put an Embargo token on top of a Supply pile.{{divline}}When a player buys a card, he gains a Curse card per Embargo token on that pile. || Seaside || October 2009
|-
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=1|o=2}} || +{{Cost|2}}<br>Trash this. Add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.) || Seaside [[2016_Errata#Functional_card_changes|(2017 printing)]] || July 2017
|-
|  || {{CardLangVersionImage|d=1|o=3}} || +{{Cost|2}}<br>Trash this. If you did, add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.) || [[2019 Errata#One-shots_with_Errata|2019 Errata]] || September 24, 2019
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || +{{Cost|2}}<br>Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.) || Seaside [[2019 Errata#One-shots_with_Errata|(2020 printing)]] || October 2020
|}


As alluded to earlier, Embargo is also weak against Actions that gain cards.  A truly desperate player can even use Talismans to at least receive fewer Curses.  And of course, opponents with Watchtowers have nothing to fear from your Embargoes.
===Other language versions===
=== Synergies/Combos ===
{| class="wikitable" style="text-align:center;"
*Any set that encourages your opponent to adopt a predictable buying pattern
! Language !! Name !! Print !! Digital !! Text !! Notes
=== Antisynergies ===
|-
*[[gainer|Cards that gain cards]] (e.g., Hoard, Workshop, Feast, Remodel, Expand, Smugglers, Ironworks, Black Market, Mine, Upgrade, Treasure Map)
!Chinese
*[[Curser]]s
| 封港令 (pron. ''fēnggǎng lìng'', lit. ''order to seal off a port'') || || || ||
*{{Card|Watchtower}} and {{Card|Trader}}
|-
!Czech
| Embargo || || || ||
|-
!Dutch
| Embargo || || || ||
|-
!Finnish
| Saarto || || || ||
|-
!French
| Embargo || || || ||
|-
!rowspan=3|German
| Embargo || {{CardVersionImage|Embargo German-ASS|German language Embargo 2014 by ASS}} || || +{{Cost|2}}<br>Entsorge diese Karte.<br>Lege einen Embargomarker auf einen beliebigen Vorratsstapel.{{divline}}Spieler, die von diesem Stapel eine Karte kaufen, nehmen sich pro Embargomarker eine Fluchkarte. || (2014)
|-
| Embargo || {{CardVersionImage|EmbargoGerman2018rulebook|German language Embargo 2018 by ASS}} || || +{{Cost|2}}<br>Entsorge diese Karte.<br>Lege einen Embargomarker auf einen Vorratsstapel.<br>(Für den Rest des Spiels: Kauft ein Spieler von diesem Stapel eine Karte, nimmt er einen Fluch) || (Nachdruck 2018)
|-
| Embargo || || {{CardVersionImage|EmbargoDigitalGerman|German language Embargo 2021 from Shuffle iT}} || +{{Cost|2}}<br>Entsorge diese Karte, um einen Embargo-Marker auf einen Vorratsstapel zu legen. (Für den Rest des Spiels nimmt jeder Spieler, der eine Karte von jenem Stapel kauft, einen Fluch.) || (Nachdruck 2021)
|-
!Italian
| Embargo || || || ||
|-
!Japanese
| 抑留 (pron. ''yokuryū'', lit. ''internment'') || || || style="padding:15px 0px;"| +{{Cost|2}}<br>これを廃棄する。 サプライ1山の上に抑留トークン1枚を追加する (その山のカード1枚を購入するプレイヤーは、 呪い1枚を獲得する)。 ||
|-
!Korean
| 입항금지 (pron. ''ibhang-geumji'') || || || ||
|-
!Polish
| Embargo || {{CardLangVersionImage|Polish}} || || +{{Cost|2}}<br>Wyrzuć tę kartę śmietnisko. Połóż żeton embarga na wybranym stosie kart w Zasobach.{{divline}}Kiedy gracz kupuje kartę ze stosu na którym leżą żetony embarga, dodaje Klątwę za każdy taki żeton. || (2016)
|-
!Russian
| Эмбарго (pron. ''embargo'') || || {{CardLangVersionImage|Russian|d=1}} || +{{Cost|2}}<br>Выкиньте эту карту. Добавьте Жетон Эмбарго на стопку Резерва. (До конца игры, когда игрок покупает карту из этой стопки, он получает Проклятие.) ||
|-
!Spanish
| Embargo || {{CardLangVersionImage|Spanish}} || || +{{Cost|2}}<br>Elimina esta carta.<br>Coloca un marcador de Embargo sobre un montón del Suministro.{{divline}}Cuando un jugador compre una carta, gana una carta de Maldición por cada marcador de Embargo que tenga su montón del Suministro. ||
|}


== Trivia ==
== Trivia ==
[[Image:EmbargoArt.jpg|thumb|right|354px|Official card art.]]
=== Secret History ===
=== Secret History ===
{{Quote|Text=This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions. |Name=[[Donald X. Vaccarino]]
{{Quote|Text=This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that {{Card|Cutpurse}} had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions. |Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]
}}
}}
 
=== Retrospective ===
{{Quote|Text=Embargo requires embargo tokens. I could make a new version of the concept with no tokens, although arguably that's {{Card|Swamp Hag}}.
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/212660788786102272/547158338853535798 Dominion Discord, 2019]
}}
=== Second Edition Removal ===
{{Quote|Text=Embargo requires dedicated tokens, just for this card that often no-one buys. That sure wanted to be fixed. And it already had errata due to the changes to {{Card|Band of Misfits}} & co.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21219.msg891440#msg891440 Seaside 2E Preview 1]
}}
{{Navbox Seaside}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:terminals]]
[[category:offense]]
[[category:junker]]
[[category:cursers]]
[[category:virtual coin]]
[[category:one-shot]]

Latest revision as of 17:07, 22 January 2024

Embargo
Info
Cost $2
Type(s) Action
Kingdom card? Yes
Set Seaside
Illustrator(s) Harald Lieske
Card text
+$2
Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)

Embargo is an Action card from the first edition of Seaside. It is a one-shot terminal Silver, which adds a penalty to a Supply pile—whoever buys a card from that pile gains a Curse. This penalty can be avoided with gainers.

It was removed from the second edition of Seaside. Its successor/replacement is Blockade.

FAQ

Official FAQ

  • The token can go on any Supply pile - a Kingdom card pile such as Embargo, or a base card pile such as Silver.
  • The token modifies the pile, so that anyone buying a card from that pile gains a Curse.
  • This even affects the player who placed the Embargo token.
  • This is cumulative; with three Embargo tokens on a pile, buying a card from that pile will give you three Curses.
  • Embargo tokens do not do anything if a card is gained without being bought, such as with Smugglers, or if the Curse pile is empty.
  • Embargo tokens are not counter-limited; use a replacement if necessary.
  • If you Throne Room Embargo, you will get +$4 but only place one token, since you can only trash Embargo once.

Other Rules clarifications

  • If there are multiple Embargo tokens on a pile, each Curse gain from buying from that pile happens separately, which allows other when-buy triggers (such as the pre-errata version of Haggler's) to activate in between Curse gains.

Strategy

Some Embargo tokens.

Before it was removed, Embargo was a one-shot terminal silver and also offered an effect that disincentivized or punished buying the target card that you chose by distributing Curses. Making good use of this effect is difficult, as the prime target in terms of punishing your opponents is likely to be a card that you also want to get many copies of. Therefore, Embargo is usually rather weak; when gained, it may be used primarily for the cheap one-shot $2 rather than as a curser, and placing the token on an inconsequential pile may be the best choice. Using it in such a manner can be relevant in the opening, when you may want the boost in economy but don’t want a Silver in your deck as a long-term stop card.

The value of and best target for the Embargo token are dependent on several factors:

  • Divergent strategies: if an opponent has already committed to a particular strategy that you don’t want to follow, you gain an advantage by creating the penalty. For example, if an opponent has already gained a Potion for Alchemist and you plan to draw by other means, there is an obvious target.
  • Predictable patterns: you need to anticipate the importance of certain cards to you and to your opponents, to decide which cards are most likely to be worth Embargoing; this is often easier when there are centralizing cards that your opponents would want multiple copies of. For example, the only non-terminal draw card in a given Kingdom could be a good Embargo target.
  • Methods of evasion and unsuitable targets: Embargo is significantly weaker if there are ways for your opponents to avoid buying the targeted card, e.g. using gainers. It is also ineffective against an opponent whose strategy makes heavy use of Events or whose strategy can be easily modified to avoid extensive use of the affected card.
  • Curse handling: giving out Curses with Embargo is more impactful the harder it is to get rid of them again, or at least draw through them.

The best case scenario—that the use of specific cards by your opponents will be highly divergent from your own, easily predictable, and hard to divert from—is very unusual, and so more often you’ll have to judge if Embargo’s marginal upside outweighs its downsides (mostly that it’s a low-impact terminal stop card).

Other than these specific cases, the main use case for Embargo is when you’re ahead on key cards. As an example, in the early game if you open with Embargo/Silver and hit a pricepoint before your opponents, buy the important card (e.g. Apprentice), and then are able to Embargo that card, you’ll be fairly far ahead as their first copy of that card would come with a Curse. This can also happen if you have a $5/$2 opening split. The same idea applies if you have one copy of, for example, the only village and your opponents have none, as even if you split the pile evenly your opponents have to take more Curses than you do. Another use case comes into play if you’re significantly ahead on deck control: if you will have a much easier time getting rid of the Curses, they will affect your opponents more even if you take the same number as them.

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
Embargo Embargo from Goko/Making Fun +$2
Trash this card. Put an Embargo token on top of a Supply pile.
When a player buys a card, he gains a Curse card per Embargo token on that pile.
Seaside October 2009
Embargo Embargo from Shuffle iT +$2
Trash this. Add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Seaside (2017 printing) July 2017
Embargo from Shuffle iT +$2
Trash this. If you did, add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
2019 Errata September 24, 2019
Embargo Embargo from Shuffle iT +$2
Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Seaside (2020 printing) October 2020

Other language versions

Language Name Print Digital Text Notes
Chinese 封港令 (pron. fēnggǎng lìng, lit. order to seal off a port)
Czech Embargo
Dutch Embargo
Finnish Saarto
French Embargo
German Embargo German language Embargo 2014 by ASS +$2
Entsorge diese Karte.
Lege einen Embargomarker auf einen beliebigen Vorratsstapel.
Spieler, die von diesem Stapel eine Karte kaufen, nehmen sich pro Embargomarker eine Fluchkarte.
(2014)
Embargo German language Embargo 2018 by ASS +$2
Entsorge diese Karte.
Lege einen Embargomarker auf einen Vorratsstapel.
(Für den Rest des Spiels: Kauft ein Spieler von diesem Stapel eine Karte, nimmt er einen Fluch)
(Nachdruck 2018)
Embargo German language Embargo 2021 from Shuffle iT +$2
Entsorge diese Karte, um einen Embargo-Marker auf einen Vorratsstapel zu legen. (Für den Rest des Spiels nimmt jeder Spieler, der eine Karte von jenem Stapel kauft, einen Fluch.)
(Nachdruck 2021)
Italian Embargo
Japanese 抑留 (pron. yokuryū, lit. internment) +$2
これを廃棄する。 サプライ1山の上に抑留トークン1枚を追加する (その山のカード1枚を購入するプレイヤーは、 呪い1枚を獲得する)。
Korean 입항금지 (pron. ibhang-geumji)
Polish Embargo Polish language Embargo +$2
Wyrzuć tę kartę śmietnisko. Połóż żeton embarga na wybranym stosie kart w Zasobach.
Kiedy gracz kupuje kartę ze stosu na którym leżą żetony embarga, dodaje Klątwę za każdy taki żeton.
(2016)
Russian Эмбарго (pron. embargo) Russian language Embargo from Shuffle iT +$2
Выкиньте эту карту. Добавьте Жетон Эмбарго на стопку Резерва. (До конца игры, когда игрок покупает карту из этой стопки, он получает Проклятие.)
Spanish Embargo Spanish language Embargo +$2
Elimina esta carta.
Coloca un marcador de Embargo sobre un montón del Suministro.
Cuando un jugador compre una carta, gana una carta de Maldición por cada marcador de Embargo que tenga su montón del Suministro.

Trivia

Official card art.

Secret History

This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions.

Retrospective

Embargo requires embargo tokens. I could make a new version of the concept with no tokens, although arguably that's Swamp Hag.

Second Edition Removal

Embargo requires dedicated tokens, just for this card that often no-one buys. That sure wanted to be fixed. And it already had errata due to the changes to Band of Misfits & co.


Cards $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
Combos and Counters Black Market/TacticianNative Village/Bridge
Other concepts Duration
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)