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  |type1 = Victory
  |type1 = Victory
  |illustrator = Eric J Carter
  |illustrator = Eric J Carter
  |text = {{VP|'''2'''|l}}
  |text = {{VP|2|l}}
  |text2 = When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly {{Cost|2}} more than it.
  |text2 = When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly {{Cost|2}} more than it.
}}
}}


'''Farmland''' is a [[Victory]] card from [[Hinterlands]]. Farmland offers fewer {{VP}} than a {{Card|Duchy}} for a higher cost, but its on-buy effect is sometimes useful in the [[endgame]].
'''Farmland''' is a [[Victory]] card from [[Hinterlands]]. Farmland offers fewer {{VP}} than a {{Card|Duchy}} for a higher cost, but its on-gain effect is sometimes useful in the [[endgame]].


== FAQ ==
== FAQ ==
=== Other Rules clarifications ===
=== Official FAQ ===
* When you gain this, whether by [[buy]]ing it or otherwise [[gain]]ing it, you [[trash]] a card from your hand, and if you did, you gain a card from the [[Supply]] costing exactly {{Cost|2}} more than the trashed card, but not another copy of Farmland.
* If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the Supply costing exactly {{Cost|2}} more than the trashed card, you do not gain a card.
* Use 8 copies of Farmland for games with 2 players, 12 for games with 3 or more players.
 
=== Other rules clarifications ===
Farmland got errata in 2022 to no longer have an on-buy trigger in order to avoid loops.
Farmland got errata in 2022 to no longer have an on-buy trigger in order to avoid loops.
=== Official FAQ (up until 2020) ===
* When you buy this, you trash a card from your hand if able, and if you did, you gain a card from the [[Supply]] costing exactly {{Cost|2}} more than the trashed card if able.
* If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the Supply costing exactly {{Cost|2}} more than the trashed card, you do not gain a card.
* This ability only functions when you buy Farmland, not when you gain it some other way.
* Use 8 copies of Farmland for games with 2 players, 12 for games with 3 or more players.


{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|''' Other Rules clarifications (up until 2020)'''
| <h3> Deprecated official FAQ (2016) </h3>
|-
|-
| Revealing {{Card|Trader|oi=2}} to gain a Silver instead of a Farmland when you buy one does not prevent the on-buy effect from happening.
|<ul>
<li>  When you buy this, you trash a card from your hand if able, and if you did, you gain a card from the [[Supply]] costing exactly {{Cost|2}} more than the trashed card if able.
<li> If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the Supply costing exactly {{Cost|2}} more than the trashed card, you do not gain a card.
<li> This ability only functions when you buy Farmland, not when you gain it some other way.
<li> Use 8 copies of Farmland for games with 2 players, 12 for games with 3 or more players.
</ul>
|}
{| class="wikitable mw-collapsible mw-collapsed"
| <h5>Deprecated rules clarifications (2011 2016 2020)</h5>
|-
|<ul>
<li> Revealing {{Card|Trader|oi=2}} to gain a Silver instead of a Farmland when you buy one does not prevent the on-buy effect from happening.
</ul>
|}
|}


== Strategy ==
== Strategy ==
Farmland is typically a low-impact [[Victory]] card that is most relevant in [[Kingdom]]s that offer limited [[gain]]s and no other [[alt-VP]]. In such Kingdoms, Farmland’s {{VP|2}} are more likely to matter.  
Farmland is typically a low-impact [[Victory]] card that is most relevant in [[Kingdom]]s that offer limited [[gain]]s and no other [[alt-VP]]. In such Kingdoms, Farmland’s {{VP|2}} are more likely to matter.


Because it costs {{Cost|6}} and gives less {{VP}} than {{Card|Duchy}}, Farmland is very rarely used to score without using its on-buy ability, which is a restricted [[trash for benefit]] effect. This has three use cases:
Because it costs {{Cost|6}} and gives less {{VP}} than {{Card|Duchy}}, Farmland is very rarely used to score without using its on-gain ability, which is a restricted [[trash for benefit]] effect. This has three use cases:
* If the game is very nearly over and you don't need your valuable cards anymore and/or need to score maximally, you can trash a {{Card|Gold}}, {{Card|Silver}}, or other non-scoring card in hand. Assuming you have some other source of economy, buying a Farmland and trashing that card in hand will allow you to gain 2 Victory cards at once. If you have {{Cost|9}} or more in hand including a {{Card|Gold}}, you can trash the {{Card|Gold}} and gain a {{Card|Province}} and a Farmland, scoring a total of {{VP|8}}, as opposed to just buying the {{Card|Province}} and scoring {{VP|6}}. This can be worth it If the extra {{VP|2}} is impactful and you don’t need the long-term economy. Trashing a {{Card|Silver}} to gain a {{Card|Duchy}}, scoring a total of {{VP|5}}, is also common when [[Duchy dancing]].
* If the game is very nearly over and you don't need your valuable cards anymore and/or need to score maximally, you can trash a {{Card|Gold}}, {{Card|Silver}}, or other non-scoring card in hand. Assuming you have some other source of economy, buying a Farmland and trashing that card in hand will allow you to gain 2 Victory cards at once. If you have {{Cost|9}} or more in hand including a {{Card|Gold}}, you can trash the {{Card|Gold}} and gain a {{Card|Province}} and a Farmland, scoring a total of {{VP|8}}, as opposed to just buying the {{Card|Province}} and scoring {{VP|6}}. This can be worth it If the extra {{VP|2}} is impactful and you don’t need the long-term economy. Trashing a {{Card|Silver}} to gain a {{Card|Duchy}}, scoring a total of {{VP|5}}, is also common when [[Duchy dancing]].
* With a junk card in hand and the best card for your deck right now costing exactly {{Cost|2}} more than that junk card, Farmland can be situationally useful if you happen to generate an excess of {{Cost}}. For example, if you urgently need a {{Card|Worker's Village}} but have {{Cost|6}} to spend and an {{Card|Estate}} in hand, you can effectively swap the latter for Farmland while gaining the former. This might be attractive if you’ll have a use later for a {{Cost|6}} junk card, including future Farmland buys or other trash-for-benefit, but usually generating that much excess {{Cost}} is a sign of building inefficiently, or there’s a more useful option available at the higher pricepoint.
* With a junk card in hand and the best card for your deck right now costing exactly {{Cost|2}} more than that junk card, Farmland can be situationally useful if you happen to generate an excess of {{Cost}}. For example, if you urgently need a {{Card|Worker's Village}} but have {{Cost|6}} to spend and an {{Card|Estate}} in hand, you can effectively swap the latter for Farmland while gaining the former. This might be attractive if you’ll have a use later for a {{Cost|6}} junk card, including future Farmland buys or other trash-for-benefit, but usually generating that much excess {{Cost}} is a sign of building inefficiently, or there’s a more useful option available at the higher pricepoint.
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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
|-
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=1|o=1||Farmland from Goko/Making Fun}} || <span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}When you buy this, trash a card from your hand.<br>Gain a card costing exactly {{Cost|2}} more than the trashed card. || Hinterlands || October 2011
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1|}} || {{VP|2|l}}{{divline}}When you buy this, trash a card from your hand.<br>Gain a card costing exactly {{Cost|2}} more than the trashed card. || Hinterlands || October 2011
|-
|-
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=1|o=2}} || <span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}When you buy this, trash a card from your hand and gain a card costing exactly {{Cost|2}} more than it. || Hinterlands [[Second Edition#Formatting_changes|(2016 printing)]] || December 2016
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || style="padding: 0px 10px;"| {{VP|2|l}}{{divline}}When you buy this, trash a card from your hand and gain a card costing exactly {{Cost|2}} more than it. || Hinterlands [[2016 Errata#Formatting_changes|(2016 printing)]] || December 2016
|-
|-
| || {{CardLangVersionImage|d=1||Farmland from Temple Gates Games}} || <span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly {{Cost|2}} more than it. || Hinterlands (Second Edition) || July 2022
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=t}} || style="padding: 0px 10px;"| {{VP|2|l}}{{divline}}When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly {{Cost|2}} more than it. || Hinterlands [[2022_Errata#anchor_GetRidBuyC|(Second Edition)]] || July 2022
|}
|}


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|-
|-
!rowspan=2|German
!rowspan=2|German
| Fruchtbares Land<br>(lit. ''fertile land'') || {{CardVersionImage|FarmlandGerman2019rulebook|German language Farmland 2019 by ASS}} || || <span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}Wenn du diese Karte kaufst, entsorge eine deiner Handkarten und nimm eine Karte, die genau {{Cost|2}} mehr kostet als die entsorgte Karte. || (2019)
| Fruchtbares Land<br>(lit. ''fertile land'') || {{CardVersionImage|FarmlandGerman2019rulebook|German language Farmland 2019 by ASS}} || || {{VP|2|l}}{{divline}}Wenn du diese Karte kaufst, entsorge eine deiner Handkarten und nimm eine Karte, die genau {{Cost|2}} mehr kostet als die entsorgte Karte. || (2019)
|-
|-
| Fruchtbares Land<br>(lit. ''fertile land'') || || {{CardLangVersionImage|German|d=1}} || <span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}Wenn du diese Karte nimmst, entsorge eine deiner Handkarten und nimm eine Karte, die genau {{Cost|2}} mehr kostet als die entsorgte Karte und die kein Fruchtbares Land ist. || (2022)
| Fruchtbares Land<br>(lit. ''fertile land'') || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=t}} || {{VP|2|l}}{{divline}}Wenn du diese Karte nimmst, entsorge eine deiner Handkarten und nimm eine Karte, die genau {{Cost|2}} mehr kostet als die entsorgte Karte und die kein Fruchtbares Land ist. || 2.&nbsp;Edition<br>(2022)
|-
|-
!Italian
!Italian
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|-
|-
!Japanese
!Japanese
| 農地 (pron. ''nōchi'') || || || <br><span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span>{{divline}}これを購入するとき、手札1枚を廃棄し、それよりコストが{{Cost|1}}高いカード1枚を獲得する。<br>&nbsp; ||
| 農地 (pron. ''nōchi'') || || || style="padding: 20px 0;" | {{VP|2|l}}{{divline}}これを購入するとき、手札1枚を廃棄し、それよりコストが{{Cost|1}}高いカード1枚を獲得する。 ||
|-
|-
!Polish
!Polish
| Pola uprawne || || || || <small>Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small>
| Pola uprawne || {{CardLangVersionImage|Polish}} || || {{VP|'''2'''|l}}{{divline}}Kiedy dodajesz tę kartę, wyrzuć na Śmietnisko kartę z ręki i dodaj kartę inną niż Pola uprawne, kosztującą dokładnie o {{Cost|2}} więcej od wyrzuconej karty. || (2024)
|-
|-
!Russian
!Russian
Line 108: Line 120:
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg355895#msg355895 Interview with Donald X.]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg355895#msg355895 Interview with Donald X.]
}}
=== 2E Rewording ===
{{Quote
|Text=
Lots and lots of players conflate "when you gain" with "when you buy"; for example they expect to gain two {{Card|Port|Ports}} when using {{Card|Workshop}} to gain one. People who know the rules well still get tripped up by this sometimes. Then there's, when-buy is timed differently from when-gain - it happens first. This again endlessly is not something people expect, and causes weird things to happen. For example you can buy the last card of a pile with {{Card|Talisman}} in play, gain that card with {{Card|Talisman}}, and then fail to gain a card due to the buy itself.
It should have been that I only had when-gain from the start. And this has been clear since before Hinterlands came out. I kept when-buy because a few cards needed it to not have some other fix, and I'd already put out {{Card|Mint}} with when-buy. I immediately regretted it, then felt for years like, oh well, that damage is done, and made more when-buy cards. Finally I stopped making them and now I'm getting rid of them.
Some people immediately feel like getting rid of when-buy is removing some important nuance or complexity. It isn't! It isn't, you heard it here. The game has so much nuance; no particular instance of it is important. And I mean the last few expansions have no when-buy; I have been on this plan for years now.
Some needed to avoid loops...Farmland loops with {{Card|Fortress}} if you don't fix that; initially it was going to be "When you gain this other than due to a Farmland," but gaining non-Farmlands is a simpler fix.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21326.0 The Why of the Errata]
}}
}}
{{Navbox Hinterlands}}
{{Navbox Hinterlands}}

Latest revision as of 04:05, 5 September 2024

Farmland
Info
Cost $6
Type(s) Victory
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Eric J Carter
Card text
2 VP
When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly $2 more than it.

Farmland is a Victory card from Hinterlands. Farmland offers fewer VP than a Duchy for a higher cost, but its on-gain effect is sometimes useful in the endgame.

FAQ

Official FAQ

  • When you gain this, whether by buying it or otherwise gaining it, you trash a card from your hand, and if you did, you gain a card from the Supply costing exactly $2 more than the trashed card, but not another copy of Farmland.
  • If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the Supply costing exactly $2 more than the trashed card, you do not gain a card.
  • Use 8 copies of Farmland for games with 2 players, 12 for games with 3 or more players.

Other rules clarifications

Farmland got errata in 2022 to no longer have an on-buy trigger in order to avoid loops.

Deprecated official FAQ (2016)

  • When you buy this, you trash a card from your hand if able, and if you did, you gain a card from the Supply costing exactly $2 more than the trashed card if able.
  • If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the Supply costing exactly $2 more than the trashed card, you do not gain a card.
  • This ability only functions when you buy Farmland, not when you gain it some other way.
  • Use 8 copies of Farmland for games with 2 players, 12 for games with 3 or more players.
Deprecated rules clarifications (2011 2016 2020)
  • Revealing Trader to gain a Silver instead of a Farmland when you buy one does not prevent the on-buy effect from happening.

Strategy

Farmland is typically a low-impact Victory card that is most relevant in Kingdoms that offer limited gains and no other alt-VP. In such Kingdoms, Farmland’s 2 VP are more likely to matter.

Because it costs $6 and gives less VP than Duchy, Farmland is very rarely used to score without using its on-gain ability, which is a restricted trash for benefit effect. This has three use cases:

  • If the game is very nearly over and you don't need your valuable cards anymore and/or need to score maximally, you can trash a Gold, Silver, or other non-scoring card in hand. Assuming you have some other source of economy, buying a Farmland and trashing that card in hand will allow you to gain 2 Victory cards at once. If you have $9 or more in hand including a Gold, you can trash the Gold and gain a Province and a Farmland, scoring a total of 8 VP, as opposed to just buying the Province and scoring 6 VP. This can be worth it If the extra 2 VP is impactful and you don’t need the long-term economy. Trashing a Silver to gain a Duchy, scoring a total of 5 VP, is also common when Duchy dancing.
  • With a junk card in hand and the best card for your deck right now costing exactly $2 more than that junk card, Farmland can be situationally useful if you happen to generate an excess of $. For example, if you urgently need a Worker's Village but have $6 to spend and an Estate in hand, you can effectively swap the latter for Farmland while gaining the former. This might be attractive if you’ll have a use later for a $6 junk card, including future Farmland buys or other trash-for-benefit, but usually generating that much excess $ is a sign of building inefficiently, or there’s a more useful option available at the higher pricepoint.
  • Farmland is effectively akin to Silver for the purpose of buying Province. You only need $6 plus a Farmland in hand to afford Province because you can buy another Farmland and trash your original Farmland, to gain Province and replace the Farmland you trashed. This can be important in an endgame in which your main concern is Provincing reliably.

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
Farmland Farmland from Goko/Making Fun 2 VP
When you buy this, trash a card from your hand.
Gain a card costing exactly $2 more than the trashed card.
Hinterlands October 2011
Farmland Farmland from Shuffle iT 2 VP
When you buy this, trash a card from your hand and gain a card costing exactly $2 more than it.
Hinterlands (2016 printing) December 2016
Farmland Farmland from Temple Gates Games 2 VP
When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly $2 more than it.
Hinterlands (Second Edition) July 2022

Other language versions

Language Name Print Digital Text Notes
Czech Úrodná země
(lit. fertile ground)
Dutch Landbouwgrond
Finnish Viljelysmaat
French Terre agricole
German Fruchtbares Land
(lit. fertile land)
German language Farmland 2019 by ASS 2 VP
Wenn du diese Karte kaufst, entsorge eine deiner Handkarten und nimm eine Karte, die genau $2 mehr kostet als die entsorgte Karte.
(2019)
Fruchtbares Land
(lit. fertile land)
German language Farmland German language Farmland from Temple Gates Games 2 VP
Wenn du diese Karte nimmst, entsorge eine deiner Handkarten und nimm eine Karte, die genau $2 mehr kostet als die entsorgte Karte und die kein Fruchtbares Land ist.
2. Edition
(2022)
Italian Terra Coltivata
(lit. cultivated land)
Japanese 農地 (pron. nōchi) 2 VP
これを購入するとき、手札1枚を廃棄し、それよりコストが$1高いカード1枚を獲得する。
Polish Pola uprawne Polish language Farmland 2VP
Kiedy dodajesz tę kartę, wyrzuć na Śmietnisko kartę z ręki i dodaj kartę inną niż Pola uprawne, kosztującą dokładnie o $2 więcej od wyrzuconej karty.
(2024)
Russian Угодья
(pron. ugod'ya)
Spanish Tierra de Labranza

Trivia

Official card art.

Theme

Land with a suggestion of improving land. This card dates back to before there were expansions; the game was called Castle Builder, and I called this card New Wing. Then for a while it was called Hinterland, which had no special meaning relative to the functionality. Then I used that name for the expansion and had to rename it. Sure there's Alchemy / Alchemist and Cornucopia / Horn of Plenty, but Hinterlands / Hinterland, that's madness.

Secret History

Another very old card, from before I split Seaside and Hinterlands. Originally it triggered on gaining it. This can cause some confusing chaining - buy Farmland, trash a card costing $4, gain a Farmland, trash another card costing $4, gain a Farmland. I might have left it as when-gain anyway, just to have everything be when-gain (possibly also limiting what you could gain to non-Farmland), but Noble Brigand had to be when-buy, so there wasn't a sufficient benefit to having this be when-gain. So the less confusing when-buy prevailed.

Why "exactly" 2 more?

In the early days, to keep down complexity, I set myself a limit: the card text had to fit in the text box, at a particular size of a particular font. None of the original cards (25-card main set, five 20-card expansions) broke this rule. You can see the original Farmland in the Outtakes article - it's New Wing, shown at the top of the Seaside section (http://dominionstrategy.com/2013/06/24/dominion-outtakes/). The VP symbol eats up a bunch of space; it just barely fit with no "up to" (and back then I didn't say "exactly," though obv. that's better for clarity). So, it didn't say "up to" just to make the text fit given this arbitrary constraint I'd chosen. Then later there was never a point where I felt unhappy with it, so it never changed.

2E Rewording

Lots and lots of players conflate "when you gain" with "when you buy"; for example they expect to gain two Ports when using Workshop to gain one. People who know the rules well still get tripped up by this sometimes. Then there's, when-buy is timed differently from when-gain - it happens first. This again endlessly is not something people expect, and causes weird things to happen. For example you can buy the last card of a pile with Talisman in play, gain that card with Talisman, and then fail to gain a card due to the buy itself.

It should have been that I only had when-gain from the start. And this has been clear since before Hinterlands came out. I kept when-buy because a few cards needed it to not have some other fix, and I'd already put out Mint with when-buy. I immediately regretted it, then felt for years like, oh well, that damage is done, and made more when-buy cards. Finally I stopped making them and now I'm getting rid of them.

Some people immediately feel like getting rid of when-buy is removing some important nuance or complexity. It isn't! It isn't, you heard it here. The game has so much nuance; no particular instance of it is important. And I mean the last few expansions have no when-buy; I have been on this plan for years now.

Some needed to avoid loops...Farmland loops with Fortress if you don't fix that; initially it was going to be "When you gain this other than due to a Farmland," but gaining non-Farmlands is a simpler fix.


Cards $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
Combos and Counters Trader/Feodum
Other concepts When gain
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)