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{{Infobox Project
{{Infobox Project
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'''Sewers''' is a [[Project]] from [[Renaissance]]. It gives you the option of [[trash]]ing an additional card when trashing a card with something other than Sewers. This applies any time you trash a card, including on others players' turns as a result of their [[Attack]]s. The additional card is trashed from your hand, regardless of where the original card was trashed. If you trash multiple cards at once, such as with {{Card|Chapel}}, Sewers lets you trash an additional card for each card trashed.
'''Sewers''' is a [[Project]] from [[Renaissance]]. It gives you the option of [[trash]]ing an additional card when trashing a card with something other than Sewers, effectively doubling the effectiveness of most [[trasher]]s. .


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
* This works however you trash the card.  
* This works however you trash the card. For example it works when trashing a card to {{Card|Priest}}, when trashing a {{Card|Curse}} to {{Card|Old Witch}}, when trashing {{Card|Acting Troupe}} when playing it, and when trashing a card from the [[Supply]] with {{Card|Lurker}} (from {{Set|Intrigue}}).  
* For example it works when trashing a card to {{Card|Priest}}, when trashing a {{Card|Curse}} to {{Card|Old Witch}}, when trashing {{Card|Acting Troupe}} when playing it, and when trashing a card from the [[Supply]] with {{Card|Lurker}} (from {{Set|Intrigue}}).  
* The card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.
* The card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.
=== Other rules clarifications ===
=== Other rules clarifications ===
* When you trash multiple cards (with e.g. {{Card|Steward}}), you trash them all at once, and then resolve any when-trashed abilities (which includes Sewers).
* When you trash multiple cards (with e.g. {{Card|Steward}}), you trash them all at once, and then resolve any when-trashed abilities (which includes Sewers)
* When you trash multiple cards at once, Sewers lets you trash a card from your hand per card trashed.
* Just like {{Card|Monastery}}, cards are trashed one at a time with Sewers. This matters if trashing one card (e.g., {{card|Overgrown Estate}}) causes you to  draw another card; such cards drawn in the middle of trashing can be trashed by Sewers.
* Just like {{Card|Monastery}}, cards are trashed one at a time with Sewers. This matters if trashing one card (e.g., {{card|Overgrown Estate}}) causes you to  draw another card; such cards drawn in the middle of trashing can be trashed by Sewers.


== Strategy ==
== Strategy ==
Sewers works best with inefficient or conditional trashing. In a game with bulk trashing like {{card|Chapel}} or {{event|Donate}}, or rapid cycling like {{card|Junk Dealer}}, your deck should thin quickly enough that trashing an extra card is rarely worthwhile. Added to this is the difficulty of when to buy - like {{project|Cathedral}}, you want Sewers early enough to see a large benefit, but picking it up distracts from getting the trashing cards which make it work. Instead, Sewers shines in games where "trash a card" occurs regularly, but you don't expect your deck to rapidly thin. There are three broad cases for this.
Sewers offers a strong buff to many [[trasher]]s, effectively doubling the rate at which they can trash junk cards, and is very helpful for [[thinning]] your deck quickly. With Sewers, even trashers that might otherwise be too weak to see frequent play (such as {{Card|Trader}}) become much more viable ways to thin your deck. Conversely, Sewers might be skippable in [[Kingdom]]s with effects that trash in bulk (e.g., {{Card|Chapel}} and {{Event|Donate}}) or with a non-trashing thinner (e.g., {{Card|Sanctuary}}).


First, inefficient or restricted trashing. Trashing 10 cards with {{card|Ratcatcher}} requires a great many shuffles, {{card|Jack of All Trades}} can't trash treasures, and {{card|Counterfeit}} can't trash anything else. All of those cards are worth using, but Sewers makes them into efficient, flexible trashers at a very low price. {{card|Rebuild}} is also exceptional here, since Sewers will thin out your deck for more replays without distracting from your main focus. Another interesting case is {{Boon|The Flame's Gift}} as your only trashing; this generally plays like a no-trashing set, and Sewers isn't enough to change that. But if you can get it from Druid, or get a steady stream of boons (e.g. from {{card|Fool}}), this can be a worthwhile investment to help improve a slog.
Sewers synergizes well with restricted trashers that can only target certain card types. Cards that could otherwise only target [[Treasure]]s, e.g. {{Card|Moneylender}} or {{Card|Spice Merchant}}, can also be used to thin {{Card|Estate|Estates}} (as well as other [[junk]] such as {{Card|Curse|Curses}}) by trashing those cards with Sewers’ effect after trashing a Treasure. Similarly, Sewers can help thin {{Card|Copper|Coppers}} with cards that otherwise couldn’t trash them such as {{Card|Hermit}} or {{Card|Jack of All Trades}} or cards that [[trash for benefit]] and may struggle to thin {{Cost|0}} cards efficiently, e.g. {{Card|Remodel}} or {{Card|Salvager}}.


Second, trash-for-benefit, especially forced benefit. A great many one-card trashers are wasted on at least part of your starting deck: {{card|Catapult}} on Estates, {{card|Apprentice}}, {{card|Scrap}}, {{card|Salvager}} and countless others on Copper. In all of those cases, the card can now do what it's best at, while Sewer cleans out incidental copper and other junk. More dramatically, card-gaining trashers like {{card|Remodel}} and especially {{card|Transmogrify}} aren't viable ways to clean out your starting Coppers, so Sewer grants those sets a source of "real" trashing. Fittingly, {{card|Rats}} is excellent with Sewers, rapidly trashing your deck while giving easy access to the bonus from trashing rats.
Sewers is usually best purchased early in the game. Thinning is typically a top priority in the [[opening]] because cleaning out junk cards quickly will pay dividends for your deck quality for the rest of the game. Sewers and a trasher will often be a viable opening.  


Third, trashing attacks. This is probably the rarest case, but a set with {{card|Swindler}} or the Knights and no other trashing will quickly turn into a slog. Sewers lets you offset each inflicted trash with one of your own, keeping a relatively stable deck.
Another strong opening consideration is opening with a trasher but delaying the buying of Sewers until turn 3. Delaying Sewers until after the first [[shuffle|re-shuffle]] has the upside of letting you put two cards into your deck before shuffling, and if you draw your trasher on turn 4 or turn 5, you will already have Sewers in time to use it the first time you trash. The downside occurs if you draw your trasher in the turn 3 hand and therefore play it before you’ve had a chance to buy Sewers. [[Night]] phase trashers ({{Card|Exorcist}} and {{Card|Monastery}}) are ideally suited for this line; their trashing effect occurs after the Buy phase, so they can make use of a turn 3 Sewers buy even if they were also drawn on turn 3.  
 
Sewers can allow you to thin your deck with cards that otherwise could not trash junk at all. For example, self-trashers such as {{Card|Tragic Hero}}, {{Card|Acting Troupe}}, or {{Card|Mining Village}} can be used for thinning in [[Kingdom]]s with Sewers. The thinning effect will in most cases be weak given the cost of affording each copy, but Sewers will usually still be worth buying in decks that already wanted to include such cards anyway. It’s also possible to take advantage of Attacks that trash your cards, e.g. {{Card|Swindler}}, to thin a card using Sewers; this may make such Attacks less attractive, since you may not want to offer this opportunity to your opponent, especially if thinning is otherwise lacking.


== Versions ==
== Versions ==
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!Chinese
!Chinese
| 下水道 (pron. ''xiàshuǐdào'') || || ||
| 下水道 (pron. ''xiàshuǐdào'') || || ||
|-
!Dutch
| Riolen|| {{LandscapeLangVersionImage|Dutch}} || || Als je met een andere kaart dan Riolen een kaart vernietigt, mag je een kaart uit je hand vernietigen.
|-
|-
!French
!French
| Égouts || || || Quand vous écartez une carte autrement que par ceci, vous pouvez écarter une carte de votre main.  
| Égouts || || || Quand vous écartez une carte autrement que par ceci, vous pouvez écarter une carte de votre main.
|-
|-
!German
!German
| Abwassertunnel (lit. ''sewage tunnel'') ||{{LandscapeLangVersionImage|German}}|| ||Wenn du eine Karte, außer hiermit, entsorgst, darfst du einer deiner Handkarten entsorgen.
| Abwassertunnel (lit. ''sewage tunnel'') ||{{LandscapeLangVersionImage|German}}|| {{LandscapeLangVersionImage|German|d=1}} ||Wenn du eine Karte, außer hiermit, entsorgst, darfst du einer deiner Handkarten entsorgen.
|-
|-
!Japanese
!Japanese
Line 55: Line 59:
!Russian
!Russian
| Канализация (pron. ''kanalizatsiya'') || || ||
| Канализация (pron. ''kanalizatsiya'') || || ||
|-
!Spanish
| Alcantarillas || {{LandscapeLangVersionImage|Spanish}} || || Cuando eliminas una carta, a causa de otra carta distinta de esta, puedes eliminar una carta de tu mano.
|}
|}



Latest revision as of 14:14, 25 December 2023

Sewers
Info
Cost $3
Type Project
Set Renaissance
Illustrator(s) Matthias Catrein
Project text
When you trash a card other than with this, you may trash a card from your hand.

Sewers is a Project from Renaissance. It gives you the option of trashing an additional card when trashing a card with something other than Sewers, effectively doubling the effectiveness of most trashers. .

FAQ

Official FAQ

  • This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue).
  • The card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.

Other rules clarifications

  • When you trash multiple cards (with e.g. Steward), you trash them all at once, and then resolve any when-trashed abilities (which includes Sewers)
  • When you trash multiple cards at once, Sewers lets you trash a card from your hand per card trashed.
  • Just like Monastery, cards are trashed one at a time with Sewers. This matters if trashing one card (e.g., Overgrown Estate) causes you to draw another card; such cards drawn in the middle of trashing can be trashed by Sewers.

Strategy

Sewers offers a strong buff to many trashers, effectively doubling the rate at which they can trash junk cards, and is very helpful for thinning your deck quickly. With Sewers, even trashers that might otherwise be too weak to see frequent play (such as Trader) become much more viable ways to thin your deck. Conversely, Sewers might be skippable in Kingdoms with effects that trash in bulk (e.g., Chapel and Donate) or with a non-trashing thinner (e.g., Sanctuary).

Sewers synergizes well with restricted trashers that can only target certain card types. Cards that could otherwise only target Treasures, e.g. Moneylender or Spice Merchant, can also be used to thin Estates (as well as other junk such as Curses) by trashing those cards with Sewers’ effect after trashing a Treasure. Similarly, Sewers can help thin Coppers with cards that otherwise couldn’t trash them such as Hermit or Jack of All Trades or cards that trash for benefit and may struggle to thin $0 cards efficiently, e.g. Remodel or Salvager.

Sewers is usually best purchased early in the game. Thinning is typically a top priority in the opening because cleaning out junk cards quickly will pay dividends for your deck quality for the rest of the game. Sewers and a trasher will often be a viable opening.

Another strong opening consideration is opening with a trasher but delaying the buying of Sewers until turn 3. Delaying Sewers until after the first re-shuffle has the upside of letting you put two cards into your deck before shuffling, and if you draw your trasher on turn 4 or turn 5, you will already have Sewers in time to use it the first time you trash. The downside occurs if you draw your trasher in the turn 3 hand and therefore play it before you’ve had a chance to buy Sewers. Night phase trashers (Exorcist and Monastery) are ideally suited for this line; their trashing effect occurs after the Buy phase, so they can make use of a turn 3 Sewers buy even if they were also drawn on turn 3.

Sewers can allow you to thin your deck with cards that otherwise could not trash junk at all. For example, self-trashers such as Tragic Hero, Acting Troupe, or Mining Village can be used for thinning in Kingdoms with Sewers. The thinning effect will in most cases be weak given the cost of affording each copy, but Sewers will usually still be worth buying in decks that already wanted to include such cards anyway. It’s also possible to take advantage of Attacks that trash your cards, e.g. Swindler, to thin a card using Sewers; this may make such Attacks less attractive, since you may not want to offer this opportunity to your opponent, especially if thinning is otherwise lacking.

Versions

English versions

Print Digital Text Release Date
Sewers Sewers from Shuffle iT When you trash a card other than with this, you may trash a card from your hand. Renaissance November 2018

Other language versions

Language Name Print Digital Text
Chinese 下水道 (pron. xiàshuǐdào)
Dutch Riolen Dutch language Sewers Als je met een andere kaart dan Riolen een kaart vernietigt, mag je een kaart uit je hand vernietigen.
French Égouts Quand vous écartez une carte autrement que par ceci, vous pouvez écarter une carte de votre main.
German Abwassertunnel (lit. sewage tunnel) German language Sewers German language Sewers from Shuffle iT Wenn du eine Karte, außer hiermit, entsorgst, darfst du einer deiner Handkarten entsorgen.
Japanese 下水道 (pron. gesuidō) この効果以外でカード1枚を廃棄するとき、追加で手札1枚を廃棄してもよい。
Russian Канализация (pron. kanalizatsiya)
Spanish Alcantarillas Spanish language Sewers Cuando eliminas una carta, a causa de otra carta distinta de esta, puedes eliminar una carta de tu mano.

Trivia

Official card art.

Preview

Sewers means every trasher you have can trash an extra card. It also works when you play a one-shot like Acting Troupe, or lose a card to Swindler or something. It can be sneaky.

Secret History

Unchanged [throughout playtesting].


Cards $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
Combos and Counters None yet found
Other concepts ArtifactsCoffersProjectsVillagers
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)