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The '''second edition''' of Dominion was an update to all pre-[[Empires]] sets that started in Fall 2016. It involved a number of formatting changes, such as a bigger font where possible, better wordings, and the replacing of all masculine pronouns ("he", "his") with gender-neutral pronouns ("they", "their").  It was most pronounced in the [[Base]] and [[Intrigue]] sets, which saw a number of functional changes to existing cards, as well as the [[removed cards|removal]] and replacement of some cards that, in retrospect, seemed weak or not fun to play with.
The '''second edition''' of Dominion consists of large updates to several early sets. It mainly involved the [[removed cards|removal]] of some cards that, in retrospect, seemed weak or not fun to play with and replacing them with new cards.


Other [[expansions]] to see a replacement of a number of cards include [[Seaside]], [[Prosperity]], and [[Hinterlands]]. As such, the sets {{Set|Dominion|ed=2|Base}}, {{Set|Intrigue|ed=2|Intrigue}}, {{Set|Seaside|ed=2|Seaside}}, {{Set|Prosperity|ed=2|Prosperity}}, and {{Set|Hinterlands|ed=2|Hinterlands}} have an added "Second Edition" on their box, in addition to new box cover art.
The second editions of the {{Set|base}} Dominion set and {{Set|Intrigue}} coincided with the [[2016 Errata]], and incorporate all those changes in addition to the changes described on this page.


All sets have been released with phrasing and formatting changes following the release of {{Set|Dominion|ed=2}}, and all previous [[Promo|promotional cards]] have received an update. All cards have been updated on [[Dominion Online]].
The second editions of {{Set|Seaside}}, {{Set|Prosperity}}, and {{Set|Hinterlands}} coincided with the [[2022 Errata]] and incorporate those and earlier changes.


For consistency, this wiki will use second edition rules and wordings wherever possible.
The second edition of {{Set|Cornucopia & Guilds|Cornucopia & Guilds|ed=1}} was released in 2024.


== Formatting changes ==
== Changes ==
[[Image:OldvNew.jpg|thumb|right|400px|A comparison between 1st (left) and 2nd (right) edition versions of [[Cellar]].]]
 
The formatting changes were first announced a few days before Empires was previewed:
The biggest changes are the removal of several cards in each set and new cards added in their place. Some new cards are direct replacements (such as {{Card|Patrol}} for {{Card|Scout}}), but others filled needs that Donald X. had felt were lacking in the sets. For instance, the first edition of the base set had several [[big money]] enablers, but not a lot of [[engine]] support, leading some players of the base game to view it as a solved game where you could win by [[Silver test|mostly buying Treasures]], so the second edition added several [[cantrip]]s to balance the set strategically.
{{Quote
|Text=Well this is unprecedented, but I'm not made of stone. Here are some spoilers about card layout.


* A bigger font is used on cards that don't have lots of text.
The new cards added to each set are available separately as [[Update Packs]], allowing owners of the first-edition sets to get the new cards without buying the entire set again.
* "They" is used instead of "he."
* +'s in the body of text are now in bold.
* Card texts are more carefully centered than ever before.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=14665.msg594525#msg594525 Dominion: Empires Announced!]
}}
In addition to these, previous sets received some wording changes, such as Cellar's, shown to the right.  For the most part, these wording changes have no effect on how the card is played; however, a few received functional changes:
* {{Card|Moneylender}}, {{Card|Throne Room}}, {{Card|Mine}} received a "you may" wording for accountability purposes
* {{Card|Masquerade}} was changed so players with no cards in hand are skipped
* {{Card|Embargo}} was changed so each {{Card|Curse}} gained per token on a pile is a separate event, rather than gaining all of them at once
* {{Card|Outpost}} was changed to function in a similar way to {{Event|Mission}}
* {{Card|Possession}} was changed so the Possessing player also receives all {{Debt}} tokens (from {{Set|Empires|Dominion: Empires}}) gained
* {{Card|Trade Route}} was changed to trash before gaining {{Cost}}, which matters if trashing a card that can gain [[Victory]] cards when trashed
* {{Card|Scheme}} was changed so you can no longer choose [[Action]]s that are not discarded that turn, such as [[Duration]]s
A few cards did not receive functional changes, but instead had their wording changed to match their intended function, where previously it was ambiguous:
* {{Card|Nomad Camp}} was changed to make it clear it [[No Visiting rule|doesn't visit]], as previously its wording matched {{Card|Villa|Villa's}}, which ''does'' visit
* {{Card|Coin of the Realm}}, {{Card|Royal Carriage}} now refer to finishing "playing" an Action, as opposed to "resolving", which had never been referenced on any other card
* {{Card|Black Market}} now explicitly says the player may play [[Treasure]]s before buying a Black Market card
* {{Card|Envoy}} now says "put in hand" rather than "draw", matching its intended function to ignore the [[Adventures tokens|-1 Card token]]
* {{Card|Stash}} lets you look at what remains of your deck when you [[Reshuffle|shuffle]], in order to retain its function despite the new rule (see below)
* {{Card|Treasury}} now cares if you ''gain'' any [[Victory]] card during the Buy phase only, not whether you ''buy'' them during your whole turn, which may affect {{Card|Horn of Plenty}} and {{Card|Black Market}}
=== [[Coffers]] ===
In reprints of the combined expansion {{Set|Guilds & Cornucopia}} a major visual change was made: all references to "take a Coin token" were changed to "+X Coffers".  This has no effect on any actual gameplay, but does let the text on the relevant cards take up a little less space, and highlights the taking of Coffers by making it a [[vanilla]] bonus.


== Rule changes ==
All second-edition sets have new box cover art and icons that makes it easy to distinguish them from the first-edition boxes and cards.
With the release of the second editions for the base set and Intrigue, their rulebooks were also updated.  For the most part, this was simply streamlining the rules and putting them together in a more compact, friendly way, but there was one, somewhat subtle change to the rules with regards to shuffling.  Previously, when you wanted to draw a card (or otherwise do something with your deck), and your deck was empty, you shuffled, then continued drawing.  So if you played {{Card|Smithy}} with 2 cards left in your deck, you would have drawn those 2, then shuffled, and drawn 1 more.  In the second edition, when your deck is running low, you first check to see if there's enough left to do something with, and if there's not, you shuffle your discard pile, and put that under what's left of your deck.  So in the aforementioned situation, with 2 cards left in your deck when you play Smithy, you'd shuffle your discard pile, slide it under those 2 cards, and then draw your 3 cards.  Donald X. has cited the ruling as making it easier for situations other than drawing with a near-empty deck.


== Removed cards ==
=== Base (2016) ===
''See: [[Removed cards]]''
* New {{Set|Base|ed=2|box cover art}}.
* Changed the set icon from [[Image:Dominion old icon.png|||16px]] to [[Image:Dominion icon.png|||16px]].
* Added {{Card|Artisan}}, {{Card|Bandit}}, {{Card|Harbinger}}, {{Card|Merchant}}, {{Card|Poacher}}, {{Card|Sentry}}, and {{Card|Vassal}}.
* Removed {{Card|Adventurer}}, {{Card|Chancellor}}, {{Card|Feast}}, {{Card|Spy}}, {{Card|Thief}}, and {{Card|Woodcutter}}.
* Replaced the {{Popup||link=Trash pile card|file=Trash|size=200}} with a {{Popup||link=mat|file=Trash mat|size=320}}.
* Updated the art for the [[basic cards]] to the art used in the {{Set|Base Cards}} product.
* Removed the seven [[randomizer]]s for the Basic cards.
* Reduced the number of [[blank card]]s from seven to four.


== Added cards ==
=== Intrigue (2016) ===
To replace the cards removed from the {{Set|Dominion|base set|ed=2}} and {{Set|Intrigue|Intrigue|ed=2}}, 7 new cards were added to each of those sets. Some functioned as fairly direct replacements (such as {{Card|Patrol}} for {{Card|Scout}}), but others filled needs that Donald X. had felt were lacking in the sets. For instance, the first edition of the base set had several [[big money]] enablers, but not a lot of engine support, leading some players of the base game to view it as a solved game where you [[Silver test|mostly bought Treasures]], so the second edition added several [[cantrip]]s to balance the set strategically.
* New {{Set|Intrigue|ed=2|box cover art}}.
{{Set|Seaside|Seaside|ed=2}} dropped 8 cards and some blanks to replace them with 9 new cards. {{Set|Prosperity|Prosperity|ed=2}} dropped 9 cards and added 9 new cards.
* Changed the set icon from [[Image:Intrigue old icon.png|||16px]] to [[Image:Intrigue icon.png|||16px]].
* Added {{Card|Courtier}}, {{Card|Diplomat}}, {{Card|Lurker}}, {{Card|Mill}}, {{Card|Patrol}}, {{Card|Replace}}, and {{Card|Secret Passage}}.
* Removed {{Card|Coppersmith}}, {{Card|Great Hall}}, {{Card|Saboteur}}, {{Card|Scout}}, {{Card|Secret Chamber}}, and {{Card|Tribute}}.
* Removed the base cards, which means that Intrigue is no longer playable without the {{Set|base}} set. It also reduced the total number of cards in the set from 500 to 300.
* Removed the {{Popup||link=Trash pile card|file=Trash|size=200}}.
* Reduced the number of [[blank card]]s from eight to six.


=== Cards added to [[Dominion (base set)|Dominion]] ===
=== Base Cards (2018) ===
{{Cost|3}} {{Card|Harbinger}}, {{Card|Merchant}}, {{Card|Vassal}}
* Updated art to include the denomination symbol.
<br>{{Cost|4}} {{Card|Poacher}}
* Added a set icon [[Image:Base Cards icon.png|||16px]] for the Base Cards.
<br>{{Cost|5}} {{Card|Bandit}}, {{Card|Sentry}}
<br>{{Cost|6}} {{Card|Artisan}}


=== Cards added to [[Intrigue]] ===
=== Seaside (2022) ===
{{Cost|2}} {{Card|Lurker}}  
* New {{Set|Seaside|ed=2|box cover art}}.
<br>{{Cost|4}} {{Card|Diplomat}}, {{Card|Mill}}, {{Card|Secret Passage}}  
* Changed the set icon from [[Image:Seaside old icon.png|||16px]] to [[Image:Seaside icon.png|||16px]].
<br>{{cost|5}} {{Card|Courtier}}, {{Card|Patrol}}, {{Card|Replace}}
* Added {{Card|Astrolabe}}, {{Card|Blockade}}, {{Card|Corsair}}, {{Card|Monkey}}, {{Card|Pirate}}, {{Card|Sailor}}, {{Card|Sea Chart}}, {{Card|Sea Witch}}, and {{Card|Tide Pools}}.
* Removed {{Card|Ambassador}}, {{Card|Embargo}}, {{Card|Explorer}}, {{Card|Ghost Ship}}, {{Card|Navigator}}, {{Card|Pearl Diver}}, {{Card|Pirate Ship}}, and {{Card|Sea Hag}}.
* Removed the {{Popup|Pirate Ship mats|link=mat|file=Pirate Ship mat|size=200}}.
* Removed the [[Coin tokens]] (only used for {{Card|Pirate Ship}}).
* Removed the [[Tokens|Embargo tokens]].
* Reduced the number of [[blank card]]s from twelve to one.


=== Cards added to [[Seaside]] ===
=== Prosperity (2022) ===
{{Cost|3}} {{Card|Astrolabe}}, {{Card|Monkey}}, {{Card|Sea Chart}}
* New {{Set|Prosperity|ed=2|box cover art}}.
<br>{{Cost|4}} {{Card|Blockade}}, {{Card|Sailor}}, {{Card|Tide Pools}}
* Changed the set icon from [[Image:Prosperity old icon.png|||16px]] to [[Image:Prosperity icon.png|||16px]].
<br>{{Cost|5}} {{Card|Corsair}}, {{Card|Pirate}}, {{Card|Sea Witch}}
* Added {{Card|Anvil}}, {{Card|Charlatan}}, {{Card|Clerk}}, {{Card|Collection}}, {{Card|Crystal Ball}}, {{Card|Investment}}, {{Card|Magnate}}, {{Card|Tiara}}, and {{Card|War Chest}}.
* Removed {{Card|Contraband}}, {{Card|Counting House}}, {{Card|Goons}}, {{Card|Loan}}, {{Card|Mountebank}}, {{Card|Royal Seal}}, {{Card|Talisman}}, {{Card|Trade Route}}, and {{Card|Venture}}.
* Removed the {{Popup|Victory token mats|link=VP_mats|file=VP_mat_1|size=200}}.
* Removed the {{Popup|Trade Route mat|link=mat|file=Trade Route mat|size=200}}.
* Removed the [[Coin tokens]] (only used for {{Card|Trade Route}}).


=== Cards added to [[Prosperity]] ===
=== Hinterlands (2022) ===
{{Cost|3}} {{Card|Anvil}}
* New {{Set|Hinterlands|ed=2|box cover art}}.
<br>{{Cost|4}} {{Card|Clerk}}, {{Card|Investment}}, {{Card|Tiara}}
* Changed the set icon from [[Image:Hinterlands old icon.png|||16px]] to [[Image:Hinterlands icon.png|||16px]].
<br>{{Cost|5}} {{Card|Charlatan}}, {{Card|Collection}}, {{Card|Crystal Ball}}, {{Card|Magnate}}, {{Card|War Chest}}
* Added {{Card|Berserker}}, {{Card|Cauldron}}, {{Card|Guard Dog}}, {{Card|Nomads}}, {{Card|Souk}}, {{Card|Trail}}, {{Card|Weaver}}, {{Card|Wheelwright}}, and {{Card|Witch's Hut}}.
* Removed {{Card|Cache}}, {{Card|Duchess}}, {{Card|Embassy}}, {{Card|Ill-Gotten Gains}}, {{Card|Mandarin}}, {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Oracle}}, and {{Card|Silk Road}}.
* Increased the number of [[blank card]]s from eight to ten.


=== Cards added to [[Hinterlands]] ===
=== Cornucopia & Guilds (2024) ===
{{Cost|3}} {{Card|Guard Dog}}
* Renamed the set from "Guilds & Cornucopia" to "Cornucopia & Guilds".
<br>{{Cost|4}} {{Card|Nomads}}, {{Card|Trail}}, {{Card|Weaver}}
* New {{Set|Guilds & Cornucopia|ed=2|box cover art}}.
<br>{{Cost|5}} {{Card|Berserker}}, {{Card|Cauldron}}, {{Card|Souk}}, {{Card|Wheelwright}}, {{Card|Witch's Hut}}
* Changed the set icon from [[Image:Cornucopia icon.png|||16px]] and [[Image:Guilds icon.png|||16px]] to [[Image:Cornucopia & Guilds icon.png|||16px]].
* Added {{Card|Carnival}}, {{Card|Farmhands}}, {{Card|Farrier}}, {{Card|Ferryman}}, {{Card|Footpad}}, {{Card|Infirmary}}, {{Card|Joust}}, and {{Card|Shop}}.
* Removed {{Card|Doctor}}, {{Card|Farming Village}}, {{Card|Fortune Teller}}, {{Card|Harvest}}, {{Card|Horse Traders}}, {{Card|Masterpiece}}, {{Card|Taxman}}, and {{Card|Tournament}}.
* Added {{Card|Reward|Rewards|file=Rewards}} ({{Card|Coronet}}, {{Card|Courser}}, {{Card|Demesne}}, {{Card|Housecarl}}, {{Card|Huge Turnip}}, {{Card|Renown}}).
* Removed {{Card|Prize|Prizes|file=Prizes}} ({{Card|Bag of Gold}}, {{Card|Diadem}}, {{Card|Followers}}, {{Card|Princess}}, and {{Card|Trusty Steed}})
* Changed the wording on the {{Set|Coffers|Coffers mat}}.
* Removed the [[Bane]] marker card.
* Removed the six [[blank card]]s.
* Increased the number of [[Coin tokens]] from 25 to 35.


== Trivia ==
== Trivia ==
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* Other Outtakes *
* Other Outtakes *


I tried to make a new {{Card|Saboteur}}. There were several variations on "each other player trashes their top card, and gains a cheaper card they choose that shares a type with it." That attack preserves the ability to downgrade {{Card|Province}}s, and is much simpler. But it's just so very weak (whether looking at one or two cards). The main good outcome is turning {{Card|Silver}} into {{Card|Copper}}; that actually hurts. When you hit an Action, it's not meaningless but it just doesn't matter much. And then late in the game nothing matters but Victory cards. Anyway I still gave it a lot of chances in different forms.
I tried to make a new {{Card|Saboteur}}. There were several variations on "each other player trashes their top card, and gains a cheaper card they choose that shares a type with it." That attack preserves the ability to downgrade {{Card|Province|Provinces}}, and is much simpler. But it's just so very weak (whether looking at one or two cards). The main good outcome is turning {{Card|Silver}} into {{Card|Copper}}; that actually hurts. When you hit an Action, it's not meaningless but it just doesn't matter much. And then late in the game nothing matters but Victory cards. Anyway I still gave it a lot of chances in different forms.


I also tried to make a new {{Card|Spy}}. {{Card|Spy|Spies}} are just so weak. I tried it on {{Card|Harbinger}}; man, so much text, messing up my classic simple card, and for nothing. I tried a {{Card|Spy}} with "+1 Action +{{Cost|3}}, discard 2 cards" as its resources. I also tried combining {{Card|Saboteur}} and {{Card|Spy}} - the non-trashed cards went back on top. It was even weaker than the other {{Card|Saboteur}}s.
I also tried to make a new {{Card|Spy}}. {{Card|Spy|Spies}} are just so weak. I tried it on {{Card|Harbinger}}; man, so much text, messing up my classic simple card, and for nothing. I tried a {{Card|Spy}} with "+1 Action +{{Cost|3}}, discard 2 cards" as its resources. I also tried combining {{Card|Saboteur}} and {{Card|Spy}} - the non-trashed cards went back on top. It was even weaker than the other {{Card|Saboteur|Saboteurs}}.


A couple similar cards tried to reward you for having more cards in hand than someone else. You play that {{Card|Laboratory|Lab}} and then aha, play this and get a bonus. In practice it was too hard to get the bonus. I made the base good and the bonus large and still it was rarely worth getting.
A couple similar cards tried to reward you for having more cards in hand than someone else. You play that {{Card|Laboratory|Lab}} and then aha, play this and get a bonus. In practice it was too hard to get the bonus. I made the base good and the bonus large and still it was rarely worth getting.


A couple cards tried to be a better {{Card|Coppersmith}}. I had a Treasure from Empires that seemed perfect - name a card, worth {{Cost|1}} per copy of it you have in play. If you name {{Card|Copper}}, it's the Treasure version of {{Card|Coppersmith}}; but if you have a bunch of {{Card|Village}}s in play or something, okay, name that. And you never completely whiff, since you can name itself to just get {{Cost|1}}. But uh. It has to cost at least {{Cost|5}} and was just never worth it. It looked classic but that wasn't enough.
A couple cards tried to be a better {{Card|Coppersmith}}. I had a Treasure from Empires that seemed perfect - name a card, worth {{Cost|1}} per copy of it you have in play. If you name {{Card|Copper}}, it's the Treasure version of {{Card|Coppersmith}}; but if you have a bunch of {{Card|Village|Villages}} in play or something, okay, name that. And you never completely whiff, since you can name itself to just get {{Cost|1}}. But uh. It has to cost at least {{Cost|5}} and was just never worth it. It looked classic but that wasn't enough.


In the {{Card|Artisan}} slot, I tried a reusable {{Card|Feast}}. It was {{Card|Feast}} but you could either trash it or discard down to one card. You know, I kind of liked it, but "better {{Card|Feast}}" wasn't such a claim to fame, and being strictly better than a dead card might still bug some people, and then I had a better idea.
In the {{Card|Artisan}} slot, I tried a reusable {{Card|Feast}}. It was {{Card|Feast}} but you could either trash it or discard down to one card. You know, I kind of liked it, but "better {{Card|Feast}}" wasn't such a claim to fame, and being strictly better than a dead card might still bug some people, and then I had a better idea.
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}}
}}
=== Second Editions for other expansions ===
=== Second Editions for other expansions ===
This quote was from before 2022, when Seaside, Prosperity, and Hinterlands all got 2Es.
This quote was from 2020, before Seaside, Prosperity, and Hinterlands all got 2Es.
Donald X. later removed all the cards he had named for removal (plus several other cards) from those three expansions in 2022, except for Lookout, which got a reprieve.
{{Quote|
{{Quote|
|Text= [[Seaside]]: {{Card|Pearl Diver}}, {{Card|Navigator}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}, {{Card|Embargo}}, {{Card|Lookout}}. The first three are duds; {{Card|Sea Hag}} because I don't like having two cheap junking attacks in one set and would rather take out {{Card|Sea Hag}} than {{Card|Ambassador}}, plus some people don't like that it has no upside, just attack; {{Card|Embargo}} is a dud but also I get to not include {{Card|Embargo}} tokens; {{Card|Lookout}} is fine but a lot of casual players don't like it. With any 2E I would try to make better versions of cards that left that had merit to the premise or flavor, and would try to get more use out of extra components. So here, I'd have maybe 3 cards that used the coin tokens, and a different {{Card|Pirate Ship}}. I wanted to do a [[Seaside]] 2E; it didn't happen because Jay didn't want to ask Valerie if we could replace {{Card|Harem}} and give her a new card in [[Intrigue]] 2E, and well [[Seaside]] has two cards depicting people, {{Card|Pearl Diver}} and {{Card|Navigator}}. Plus Jay had boxes of {{Card|Embargo}} tokens sitting around. It still might happen someday; the usual problem is, it's competing with all other projects.
|Text= [[Seaside]]: {{Card|Pearl Diver}}, {{Card|Navigator}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}, {{Card|Embargo}}, {{Card|Lookout}}. The first three are duds; {{Card|Sea Hag}} because I don't like having two cheap junking attacks in one set and would rather take out {{Card|Sea Hag}} than {{Card|Ambassador}}, plus some people don't like that it has no upside, just attack; {{Card|Embargo}} is a dud but also I get to not include {{Card|Embargo}} tokens; {{Card|Lookout}} is fine but a lot of casual players don't like it. With any 2E I would try to make better versions of cards that left that had merit to the premise or flavor, and would try to get more use out of extra components. So here, I'd have maybe 3 cards that used the coin tokens, and a different {{Card|Pirate Ship}}. I wanted to do a [[Seaside]] 2E; it didn't happen because Jay didn't want to ask Valerie if we could replace {{Card|Harem}} and give her a new card in [[Intrigue]] 2E, and well [[Seaside]] has two cards depicting people, {{Card|Pearl Diver}} and {{Card|Navigator}}. Plus Jay had boxes of {{Card|Embargo}} tokens sitting around. It still might happen someday; the usual problem is, it's competing with all other projects.
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[[Prosperity]]: {{Card|Trade Route}}, {{Card|Talisman}}, {{Card|Contraband}}, {{Card|Mountebank}}, {{Card|Venture}}, {{Card|Royal Seal}}. Yes I'd keep {{Card|Counting House}} as a narrow card that's sometimes fun. {{Card|Mountebank}} would go for being strong and making the game less fun, the rest include some nice concepts but want to be better.
[[Prosperity]]: {{Card|Trade Route}}, {{Card|Talisman}}, {{Card|Contraband}}, {{Card|Mountebank}}, {{Card|Venture}}, {{Card|Royal Seal}}. Yes I'd keep {{Card|Counting House}} as a narrow card that's sometimes fun. {{Card|Mountebank}} would go for being strong and making the game less fun, the rest include some nice concepts but want to be better.


[[Hinterlands]]: The problem here is that mostly I want to tweak cards but keep them, which results in an update pack we can't really sell. So e.g.: move +Buy from {{Card|Margrave}} to {{Card|Cache}}; drop the Reactions from {{Card|Fool's Gold}} and {{Card|Trader}}; make {{Card|Ill-Gotten Gains}} a {{Cost|6}} that makes {{Cost|2}} and {{Card|Curse}}s on-gain. There are still cards to replace too though: {{Card|Noble Brigand}} (weak), {{Card|Mandarin}} (weak, rare weird issues), {{Card|Oracle}} (so slow).
[[Hinterlands]]: The problem here is that mostly I want to tweak cards but keep them, which results in an update pack we can't really sell. So e.g.: move +Buy from {{Card|Margrave}} to {{Card|Cache}}; drop the Reactions from {{Card|Fool's Gold}} and {{Card|Trader}}; make {{Card|Ill-Gotten Gains}} a {{Cost|6}} that makes {{Cost|2}} and {{Card|Curse|Curses}} on-gain. There are still cards to replace too though: {{Card|Noble Brigand}} (weak), {{Card|Mandarin}} (weak, rare weird issues), {{Card|Oracle}} (so slow).


[[Dark Ages]]: {{Card|Rebuild}}, {{Card|Cultist}}, {{Card|Urchin}}/{{Card|Mercenary}}, {{Card|Band of Misfits}}, {{Card|Storeroom}}. {{Card|Rebuild}} makes games bad when you have a medium amount of enlightenment; {{Card|Cultist}} is monolithic; {{Card|Urchin}} is not really good times; {{Card|Band of Misfits}} might just become the new one but it would make the update pack; {{Card|Storeroom}} just to round it out to 6, I personally rarely buy it though someone would miss it.
[[Dark Ages]]: {{Card|Rebuild}}, {{Card|Cultist}}, {{Card|Urchin}}/{{Card|Mercenary}}, {{Card|Band of Misfits}}, {{Card|Storeroom}}. {{Card|Rebuild}} makes games bad when you have a medium amount of enlightenment; {{Card|Cultist}} is monolithic; {{Card|Urchin}} is not really good times; {{Card|Band of Misfits}} might just become the new one but it would make the update pack; {{Card|Storeroom}} just to round it out to 6, I personally rarely buy it though someone would miss it.
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[[Alchemy]]: Ideally this would just go out of print (it's unlikely to). I could rescue the best ideas with new cards in other expansions.
[[Alchemy]]: Ideally this would just go out of print (it's unlikely to). I could rescue the best ideas with new cards in other expansions.


[[Mixed box]]: I don't think there are enough to do this one. {{Card|Harvest}} is a dud. I don't enjoy the gameplay of {{Card|Doctor}}. I might be able to make a better version of {{Card|Masterpiece}}. There are a few more that a lot of people wouldn't miss, that could go if I had to replace more cards.
[[Guilds & Cornucopia|Mixed Box]]: I don't think there are enough to do this one. {{Card|Harvest}} is a dud. I don't enjoy the gameplay of {{Card|Doctor}}. I might be able to make a better version of {{Card|Masterpiece}}. There are a few more that a lot of people wouldn't miss, that could go if I had to replace more cards.


There aren't going to be enough for the later sets. In [[Adventures]], I regret the giant mess that is {{Event|Inheritance}}, and that {{Card|Warrior}} can kill {{Card|Warrior}}s. For [[Empires]], {{Card|Overlord}} has {{Card|Band of Misfits}} issues, and {{Card|Encampment}} has an awkward uh way you deal with it, though people like it. For non-expert players, [[Nocturne]] has some serious complexity issues, but I can't just replace 6 cards to fix that; for starters I need to take out Hexes completely. Really it wants to be split into two expansions. For [[Renaissance]] I just want the cards to be printed with the right colors. If I were still working on it I might take out Artifacts completely, but I don't regret those cards, it's just that three of them didn't need the Artifacts and could have been simpler.
There aren't going to be enough for the later sets. In [[Adventures]], I regret the giant mess that is {{Event|Inheritance}}, and that {{Card|Warrior}} can kill {{Card|Warrior|Warriors}}. For [[Empires]], {{Card|Overlord}} has {{Card|Band of Misfits}} issues, and {{Card|Encampment}} has an awkward uh way you deal with it, though people like it. For non-expert players, [[Nocturne]] has some serious complexity issues, but I can't just replace 6 cards to fix that; for starters I need to take out Hexes completely. Really it wants to be split into two expansions. For [[Renaissance]] I just want the cards to be printed with the right colors. If I were still working on it I might take out Artifacts completely, but I don't regret those cards, it's just that three of them didn't need the Artifacts and could have been simpler.


The promos are not impressive as a group, with some duds and some overpowered cards. They don't even have an expansion though, so they really aren't in line for an update pack.
The promos are not impressive as a group, with some duds and some overpowered cards. They don't even have an expansion though, so they really aren't in line for an update pack.
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|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/936246610961260594/955911112002502667 Dominion Discord, 2022]
|Source=[https://discord.com/channels/212660788786102272/936246610961260594/955911112002502667 Dominion Discord, 2022]
}}
=== Second Edition Quality ===
{{Quote
|Text=
My order, most to least improved, is: Hinterlands, Prosperity, Intrigue, Seaside, Dominion, Cornucopia & Guilds.
It was a question, do I even do a 2E for Cornucopia & Guilds. So I mean it's last. Hinterlands and Prosperity got so good, and had so much to get rid of; Hinterlands gets the nod because people already loved Prosperity despite all its duds. Intrigue is just so much better, I don't know what to tell you. Dominion suffers for me due to {{Card|Sentry}} being too strong and {{Card|Harbinger}} too ignoreable [sic], and not going the distance. So then Seaside in the middle.
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/936246610961260594/1212856773933797416 Dominion Discord, 2024]
}}
}}
{{Navbox Cards}}
{{Navbox Cards}}


[[Category:Set topics]]
[[Category:Set topics]]

Latest revision as of 22:36, 10 September 2024

The second edition of Dominion consists of large updates to several early sets. It mainly involved the removal of some cards that, in retrospect, seemed weak or not fun to play with and replacing them with new cards.

The second editions of the base Dominion set and Intrigue coincided with the 2016 Errata, and incorporate all those changes in addition to the changes described on this page.

The second editions of Seaside, Prosperity, and Hinterlands coincided with the 2022 Errata and incorporate those and earlier changes.

The second edition of Cornucopia & Guilds was released in 2024.

Changes

The biggest changes are the removal of several cards in each set and new cards added in their place. Some new cards are direct replacements (such as Patrol for Scout), but others filled needs that Donald X. had felt were lacking in the sets. For instance, the first edition of the base set had several big money enablers, but not a lot of engine support, leading some players of the base game to view it as a solved game where you could win by mostly buying Treasures, so the second edition added several cantrips to balance the set strategically.

The new cards added to each set are available separately as Update Packs, allowing owners of the first-edition sets to get the new cards without buying the entire set again.

All second-edition sets have new box cover art and icons that makes it easy to distinguish them from the first-edition boxes and cards.

Base (2016)

Intrigue (2016)

Base Cards (2018)

  • Updated art to include the denomination symbol.
  • Added a set icon for the Base Cards.

Seaside (2022)

Prosperity (2022)

Hinterlands (2022)

Cornucopia & Guilds (2024)

Trivia

Dominion and Intrigue 2E Secret History

Ah, Love! could thou and I with Fate conspire
To grasp this sorry Scheme of Things entire!
Would not we shatter it to bits - and then
Re-mould it nearer to the Heart's Desire!

I can't trace exactly how it happened, but over time, I gradually built up an interest in revising the main set and Intrigue. The reasons piled up.

  • It would be nice to have the prettier Base Cards in the main set.
  • We could have a playmat for the trash.
  • I could improve the rulebooks.
  • I could improve card wordings.
  • Hey I could actually replace some cards with better ones.

We couldn't replace cards without providing them separately. We could do that though, we could provide them separately. A small box with just the new cards. Two mini-expansions (that would go out of print when demand for them fell off).

In June 2015 I decided to go for it. I started thinking about it and talking about it with playtesters; I didn't actually test any new cards until July. Empires was still going on but that was fine, I would test Empires cards and slip in the new main set / Intrigue cards. Later of course it got to be the focus. Initially I was going to replace five cards and add one (there's space due to taking out the randomizer-backed base cards). I eventually came around to replacing six (and adding one) instead.

My goal with the replacements was to increase the number of decks to build, the number of things to do, while keeping things simple. Simplicity is tough with so many expansions but man I am pretty pleased with the complexity level of the new main set cards. The Intrigue cards are more complex but still pretty reasonable. There was the additional goal of just fixing any other problems I could fix, whatever problems there were, but the main goal was to have more things you could do.

Normally these posts just talk about new stuff, but today I also get to talk about the old stuff. Why did I replace cards? Right, to make the sets better. The main set and Intrigue have the most duds - the most cards that experienced players rarely buy, that usually aren't worth considering. Or, in the case of some main set cards, that just didn't add much to the game, didn't give you things to do. Seaside is 3rd but much better by this metric; after Seaside there just aren't many duds to speak of in any one expansion. I have big plans to fix wordings in every pre-Empires set, but only Dominion and Intrigue are getting new cards.

If I redid the main set from scratch, more things would change. For example I might do a draw-first Cellar like Warehouse because that's simpler. There are rules things: for example I might change how Reactions work. But I was just replacing six cards, adding one, and keeping the game compatible with all the expansions.

Actually, there's one rules change: the exact way it tells you to deal with shuffling is different. It now says, when you have to do something with more cards than are left, shuffle your discard pile, put it under your deck, then do the thing (or, put the remaining cards on top of the shuffled cards, same difference). This has no functional difference though (except with the promo Stash, which will get a wording to fix this when reprinted), and was already how some people did it. I changed that (from "do the thing with the remaining cards, then shuffle to get the rest") to clarify tricky situations like, what if I trash Overgrown Estate with Lookout - is the card I draw one of the ones I'm looking at, or what? "Do the thing with the remaining cards" worked a lot better when the thing was always "draw." The rulings haven't changed but now it's easier to see what happens. It's also easier to remember how many cards you have left to draw after playing your Smithy and shuffling (though I personally was already putting the 1-2 cards on the Smithy while shuffling so I'd remember).

In the end it seemed reasonable to also change three cards functionally in a very mild way. Moneylender, Mine, and Throne Room all should say "you may." It keeps you honest. You play Moneylender for some exotic reason (like making Peddler cheaper) but don't want to trash a Copper (that you do have in hand). You can get away with cheating. The card should either make you reveal that you have no Copper, or be optional so that it's legal to not trash the Copper (and being optional is simpler/shorter and so preferred). This essentially never comes up for Moneylender and Mine. It does come up with Throne Room once in a while though. It was a question, should the mini-expansions include these changes. In the end it seemed like, that's such a poor product - buying Moneylender etc. again just for "you may." I didn't want to be selling that to people extra, that didn't seem like an option. The options were not making the changes, or including the changes in the set but not the mini-expansion. I went with the latter and well I hope everyone is okay with that.

A similar thing came up for one Intrigue card, Masquerade. You can potentially lock your opponent out of cards (in a 2-player game) with certain combinations - for example, King's Court, Masquerade, Militia. Every turn you play out the rest of your deck, Militia them, King's Court a Masquerade, and they pass you three cards that you trash, while you don't pass them any. It is not an especially common situation, and most players who don't read up on these things in forums probably don't know about it. Still it has a fix - having Masquerade not include players with no cards in hand - and here was my chance to do it. I went for it. Again this is not part of the mini-expansion.

The plan was to update the base cards in both sets, but Jay started thinking, why not shift Intrigue to a regular expansion? Since Base Cards is a product now, you can just buy Base Cards and whatever expansion; it doesn't have to be Intrigue. People who want 5-6 player support can buy Base Cards; people who don't want it don't have to pay extra to have it included in Intrigue.

So all together the changes are:

  • Six cards dropped
  • Seven cards added
  • Three cards changed very mildly ("you may") / one card changed mildly
  • Base cards improved with art / base cards dropped
  • Other cards changed to have better phrasings (that are functionally the same).
  • Rulebooks improved
  • A trash playmat in the main set

The base cards are actually better than the Base Cards product ones (which will be updated to match); they have art but reinstate the big symbol (but smaller). In some cases the art had to be nudged down to fit the symbol nicely. Platinum (in Prosperity) will actually get new art; there was no nice way to put the coin on or above the pyramid.

Card text will change for all sets prior to Empires (which already has these changes, so you can go see how you like them there right now). The different kinds of changes:

  • Some wordings are improved to be clearer / simpler.
  • We now use "they" instead of "he."
  • A bigger font is used on cards that can use it.
  • +Cards etc. in the body of the text are in bold.
  • Layout will be more consistent and have better text centering etc.

A very small number of other cards may have changes. I don't have a complete list (and won't until all the work is done); the idea is to only do this when the wording gets a lot better and the change almost never comes up. It's not all the stuff I would change if only; it's really confined to nice improvements that only matter in exotic corner cases.

And Possession will change to also give you tokens, but that's already errata to handle Debt tokens. And Pirate Ship will have a wording that makes it clear it doesn't interact with Guilds coin tokens.

  • Other Outtakes *

I tried to make a new Saboteur. There were several variations on "each other player trashes their top card, and gains a cheaper card they choose that shares a type with it." That attack preserves the ability to downgrade Provinces, and is much simpler. But it's just so very weak (whether looking at one or two cards). The main good outcome is turning Silver into Copper; that actually hurts. When you hit an Action, it's not meaningless but it just doesn't matter much. And then late in the game nothing matters but Victory cards. Anyway I still gave it a lot of chances in different forms.

I also tried to make a new Spy. Spies are just so weak. I tried it on Harbinger; man, so much text, messing up my classic simple card, and for nothing. I tried a Spy with "+1 Action +$3, discard 2 cards" as its resources. I also tried combining Saboteur and Spy - the non-trashed cards went back on top. It was even weaker than the other Saboteurs.

A couple similar cards tried to reward you for having more cards in hand than someone else. You play that Lab and then aha, play this and get a bonus. In practice it was too hard to get the bonus. I made the base good and the bonus large and still it was rarely worth getting.

A couple cards tried to be a better Coppersmith. I had a Treasure from Empires that seemed perfect - name a card, worth $1 per copy of it you have in play. If you name Copper, it's the Treasure version of Coppersmith; but if you have a bunch of Villages in play or something, okay, name that. And you never completely whiff, since you can name itself to just get $1. But uh. It has to cost at least $5 and was just never worth it. It looked classic but that wasn't enough.

In the Artisan slot, I tried a reusable Feast. It was Feast but you could either trash it or discard down to one card. You know, I kind of liked it, but "better Feast" wasn't such a claim to fame, and being strictly better than a dead card might still bug some people, and then I had a better idea.

  • And That's That *

There are always people who don't like whatever change; sorry guys. To me this move does not feel risky. The main set and Intrigue are getting better. And if you just want the new cards, they're available separately.

Given that I've posted this, the new main set and Intrigue and the two Update Packs all must be in stores or on their way there. There's no precise schedule for changing the other sets; it will come up as they go out of print. The Big Box will also change, as will the Base Cards product. I don't know the schedules there either. Again other sets won't be getting new cards, just improved wordings and layout.

Second Editions for other expansions

This quote was from 2020, before Seaside, Prosperity, and Hinterlands all got 2Es. Donald X. later removed all the cards he had named for removal (plus several other cards) from those three expansions in 2022, except for Lookout, which got a reprieve.

Seaside: Pearl Diver, Navigator, Pirate Ship, Sea Hag, Embargo, Lookout. The first three are duds; Sea Hag because I don't like having two cheap junking attacks in one set and would rather take out Sea Hag than Ambassador, plus some people don't like that it has no upside, just attack; Embargo is a dud but also I get to not include Embargo tokens; Lookout is fine but a lot of casual players don't like it. With any 2E I would try to make better versions of cards that left that had merit to the premise or flavor, and would try to get more use out of extra components. So here, I'd have maybe 3 cards that used the coin tokens, and a different Pirate Ship. I wanted to do a Seaside 2E; it didn't happen because Jay didn't want to ask Valerie if we could replace Harem and give her a new card in Intrigue 2E, and well Seaside has two cards depicting people, Pearl Diver and Navigator. Plus Jay had boxes of Embargo tokens sitting around. It still might happen someday; the usual problem is, it's competing with all other projects.

Prosperity: Trade Route, Talisman, Contraband, Mountebank, Venture, Royal Seal. Yes I'd keep Counting House as a narrow card that's sometimes fun. Mountebank would go for being strong and making the game less fun, the rest include some nice concepts but want to be better.

Hinterlands: The problem here is that mostly I want to tweak cards but keep them, which results in an update pack we can't really sell. So e.g.: move +Buy from Margrave to Cache; drop the Reactions from Fool's Gold and Trader; make Ill-Gotten Gains a $6 that makes $2 and Curses on-gain. There are still cards to replace too though: Noble Brigand (weak), Mandarin (weak, rare weird issues), Oracle (so slow).

Dark Ages: Rebuild, Cultist, Urchin/Mercenary, Band of Misfits, Storeroom. Rebuild makes games bad when you have a medium amount of enlightenment; Cultist is monolithic; Urchin is not really good times; Band of Misfits might just become the new one but it would make the update pack; Storeroom just to round it out to 6, I personally rarely buy it though someone would miss it.

Alchemy: Ideally this would just go out of print (it's unlikely to). I could rescue the best ideas with new cards in other expansions.

Mixed Box: I don't think there are enough to do this one. Harvest is a dud. I don't enjoy the gameplay of Doctor. I might be able to make a better version of Masterpiece. There are a few more that a lot of people wouldn't miss, that could go if I had to replace more cards.

There aren't going to be enough for the later sets. In Adventures, I regret the giant mess that is Inheritance, and that Warrior can kill Warriors. For Empires, Overlord has Band of Misfits issues, and Encampment has an awkward uh way you deal with it, though people like it. For non-expert players, Nocturne has some serious complexity issues, but I can't just replace 6 cards to fix that; for starters I need to take out Hexes completely. Really it wants to be split into two expansions. For Renaissance I just want the cards to be printed with the right colors. If I were still working on it I might take out Artifacts completely, but I don't regret those cards, it's just that three of them didn't need the Artifacts and could have been simpler.

The promos are not impressive as a group, with some duds and some overpowered cards. They don't even have an expansion though, so they really aren't in line for an update pack.

Dominion and Intrigue 3E

It seems very unlikely that there will ever be an Intrigue 3E, even though there are a few cards it would be nice to replace. I guess I can see someday just renaming Harem without making it a 3E or anything, la la la. Probably making it available as a promo to be friendly.

Dominion 3E is unlikely but at least more likely, just because, it's the main product, it sure wants to be good. There are things I'd tweak, but so far it seems good enough. The kinds of things that you can complain about are way less relevant for the new players buying it.

In general I can't talk about potential 2E stuff, because if I'm willing to say "that's not happening" then you'll know by me not saying it that it is, and if I'm willing to say "that's happening" then the fact of it happening will delay it happening, as the product can't come out until existing stock sells out. So, I can't talk about potential 2E's. I thought, why not comment on this 3E thing though. But I will try not to in the future, I mean if someday there's a Dominion 3E, it will sure have the same issue.

Second Edition Quality

My order, most to least improved, is: Hinterlands, Prosperity, Intrigue, Seaside, Dominion, Cornucopia & Guilds. It was a question, do I even do a 2E for Cornucopia & Guilds. So I mean it's last. Hinterlands and Prosperity got so good, and had so much to get rid of; Hinterlands gets the nod because people already loved Prosperity despite all its duds. Intrigue is just so much better, I don't know what to tell you. Dominion suffers for me due to Sentry being too strong and Harbinger too ignoreable [sic], and not going the distance. So then Seaside in the middle.


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)