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{{Cardbox|
{{Infobox Card
  |Card = Mountebank
  |name = Mountebank
  |Cost = 5
  |cost = 5
  |Set = Prosperity
  |type1 = Action
  |Type = [[Action]] - [[Attack]]
  |type2 = Attack
  |Illustrator =  
  |illustrator = Kieron O'Gorman
  |Text = +$2<br/>Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.
  |text = +{{Cost|2}}<br/>Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.
}}
}}
'''Mountebank''' is an [[Action]]–[[Attack]] card from [[Prosperity]]. It is considered one of the strongest [[Curser]]s because it can hand out two junk cards per play—both a {{Card|Curse}} and an only slightly less undesirable {{Card|Copper}}—thus rapidly weakening [[engine|engines]] that would otherwise be able to get [[deck control]]. It is less effective against players who have already been hit by it a few times, since an opponent who already has a {{Card|Curse}} in hand may discard it to avoid the junk-distribution effects of Mountebank.
It was removed from the second edition of [[Prosperity]] and replaced with {{Card|Charlatan}}, which retains the theme of a curser that distributes junk Treasure, but in a less oppressive and frustrating way.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Copy & Paste Official FAQ here, please.
* This hits the other players in turn order, which can matter when the Curse or Copper piles are low.
* Each of the other players in turn chooses whether or not to discard a Curse card, and the players who do not gain a Curse and a Copper from the [[Supply]], putting them into their discard piles.
* If either the Curse or Copper pile is empty, players still gain the other card.
=== Other Rules clarifications ===
=== Other Rules clarifications ===
== Strategy Article ==
* A player hit by Mountebank gains the Curse first, and then the Copper.
=== Synergies/Combos ===
== Strategy ==
=== Antisynergies ===
Before it was removed, Mountebank was a [[terminal silver]] with an [[Attack]] oppressive enough to make it one of the strongest cards in the game. It is more harmful to your opponents than other [[junker|junking Attack]]s because it causes them to gain two [[junk]] cards at once and can continue to give out {{Card|Copper|Coppers}} after the {{Card|Curse|Curses}} run out; this means that it is often centralizing and leads to a [[slog]] more often than most junkers do.
 
Playing Mountebanks early and often is the best way to cripple your opponents’ decks. Gaining a copy of Mountebank as early as possible, including in the [[opening]], is usually a priority and it is often a good plan to make use of effects like {{Event|Transport}} or {{Event|Ferry}} to do so. Another way to ensure you can play Mountebank early on is to gain an {{Card|Overlord}} in the opening, which is possible regardless of your opening [[Glossary#S|split]] while offering extra flexibility later. While it’s usually difficult to try and get full deck control with your opponents attacking you with their Mountebanks, you can still try to increase how frequently you draw your own Mountebanks with [[thinning]] or [[cycling]] effects such as {{Card|Spice Merchant}} or {{Card|Warehouse}} respectively. You can also add additional copies of Mountebank. Generally, about two copies of Mountebank are sufficient: it is [[terminal]], so you don't want too many, but two is unlikely to be enough to cause terminal [[collision]] problems, assuming that your opponents are also attacking you. The impact of additional copies is somewhat reduced by Mountebank’s conditional junking (i.e., if they’re already very junked, it’s harder to junk them more).
 
There are a few factors that can mitigate Mountebank’s impact. Very strong [[thinning]] such as {{Card|Chapel}} can make dealing with Mountebank much more manageable, and it is sometimes skippable as a result. Otherwise, avoiding as much of Mountebank’s junk as possible is usually a priority, so it’s usually the right move to discard a {{Card|Curse}} if you have one in hand when attacked, even if keeping it would have enabled you to trash it; this may continue to be the case even once the {{Card|Curse|Curses}} run out. Given the option to counter the attack, it is often preferable to trash your {{Card|Curse|Curses}} after your {{Card|Copper|Coppers}} and {{Card|Estate|Estates}}. Occasionally it may even be beneficial to use effects such as topdecking with {{Card|Courtyard}} to make sure you will have a {{Card|Curse}} in hand to discard.
 
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=1|o=1||Mountebank from Goko/Making Fun}} || +{{Cost|2}}<br>Each other player may discard a Curse. If he doesn&rsquo;t, he gains a Curse and a Copper. || Prosperity || October 2010
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || +{{Cost|2}}<br>Each other player may discard a Curse. If they don&rsquo;t, they gain a Curse and a Copper. || Prosperity [[Second Edition#Formatting_changes|(2016 printing)]] || February 2017
|}
 
===Other language versions===
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text
|-
!Chinese
| 詐騙 || || || style="padding:15px 0px;"| +{{Cost|2}}<br>其它玩家可以棄掉手上的一張詛咒。如果沒棄,則他獲得一張詛咒與一張銅幣。
|-
!Czech
| Mastičkář (lit. ''quack'') || || ||
|-
!Dutch
| Charlatan (lit. ''charlatan'') || {{CardLangVersionImage|Dutch}} || || +{{Cost|2}}<br>Iedere andere speler mag een vloekkaart afleggen. Als hij dat niet doet, pakt hij een vloekkaart en een koperkaart.
|-
!Finnish
| Petkuttaja (lit. ''trickster'') || || ||
|-
!French
| Charlatan (lit. ''charlatan'') || || {{CardVersionImage|MountebankFrench2021Digital|French language Mountebank 2021 from Shuffle iT}} || +{{Cost|2}}<br>Tous vos adversaires peuvent défausser une Malédiction. S'ils ne le font pas, ils reçoivent une Malédiction et un Cuivre.
|-
!German
| Quacksalber (lit. ''quack'') || [[File:MountebankGerman2016Mayrulebook.jpg|100px|German language Mountebank 2016 by ASS]] || {{CardVersionImage|MountebankGerman2021Digital|German language Mountebank 2021 from Shuffle iT}} || +{{Cost|2}}<br>Jeder Mitspieler darf einen Fluch aus seiner Hand ablegen. Wer das nicht tut, nimmt einen Fluch und ein Kupfer.
|-
!Italian
| Ciarlatano (lit. ''charlatan'') || || ||
|-
!Japanese
| 香具師<br>(pron. ''yashi'', lit. ''charlatan'') || || || style="padding:15px 0px;"| +{{Cost|2}}<br>他のプレイヤーは全員、呪い1枚を捨て札にしてもよく、捨て札にしなかった場合、呪い1枚と銅貨1枚を獲得する。
|-
!Polish
| Szarlatan (lit. ''charlatan'') || {{CardLangVersionImage|Polish}} || || +{{Cost|2}}<br>Każdy z pozostałych graczy może odrzucić Klątwę. Jeżeli tego nie zrobi, dodaje Klątwę i Miedziaka.
|-
!Russian
| Шаралатан<br>(pron. ''sharlatan'', lit. ''charlatan'') || || ||
|-
!Spanish
| Charlatán (lit. ''charlatan'') || || ||
|}
 
== Trivia ==
== Trivia ==
[[Image:MountebankArt.jpg|thumb|right|354px|Official card art.]]
=== Name ===
{{Quote
|Text=Mountebank was originally called Villain, then Trickster. The Germans said, could you rename that? As they'd already used Trickster for Swindler.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=12170.msg448007#msg448007 from the forums]
}}
=== Secret History ===
=== Secret History ===
Copy & Paste Secret History here.
{{Quote
 
|Text=Originally it had the {{Card|Mint}} "penalty" and no discarding clause. It was too powerful and left the set. Later I brought it back without the "penalty" (yes it is not really a penalty), then added the Curse-Moating. Briefly you just revealed the Curse (rather than discard it), but I decided that was more hosing than I wanted.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
}}
=== Retrospective ===
{{Quote
|Text=
The early attacks, e.g. Mountebank, weren't just "this is what it is because of {{Card|Witch}}." Rather they're "this is what it is because of the same factors that make {{Card|Witch}} what it is, e.g. how much we know about the game so far." For some years though, man maybe even just after [[Prosperity]], the goal has been, this new {{Card|Witch}} needs to not look awful next to {{Card|Witch}}, while also not being as good as {{Card|Witch}}.
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/509875044013441026 Dominion Discord, 2018]
}}
{{Quote
|Text=
Any fixing of Mountebank would necessarily start with changing what it does; cost is a distraction.
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/577083165039132672/689326743378460837 Dominion Discord, 2020]
}}
=== Second edition removal ===
{{Quote
|Text=
Mountebank is easily one of the most miserable powerful attacks in the game. It fits the theme of {{Card|Ghost Ship}} and {{Card|Ambassador}}: you get so much junk that you don't get to see your deck. It's the card I most wanted to replace in Prosperity.
|Name=[[Donald X. Vaccarino]]
|Source=[https://forum.dominionstrategy.com/index.php?topic=21253.msg892115#msg892115 Prosperity 2E Preview 1]
}}
{{Navbox Prosperity}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:offense]]
[[category:attack]]
[[category:junker]]
[[category:cursers]]
[[category:treasure gainer]]
[[category:virtual coin]]
[[category:terminals]]

Latest revision as of 00:27, 27 March 2024

Mountebank
Info
Cost $5
Type(s) Action - Attack
Kingdom card? Yes
Set Prosperity
Illustrator(s) Kieron O'Gorman
Card text
+$2
Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.

Mountebank is an ActionAttack card from Prosperity. It is considered one of the strongest Cursers because it can hand out two junk cards per play—both a Curse and an only slightly less undesirable Copper—thus rapidly weakening engines that would otherwise be able to get deck control. It is less effective against players who have already been hit by it a few times, since an opponent who already has a Curse in hand may discard it to avoid the junk-distribution effects of Mountebank.

It was removed from the second edition of Prosperity and replaced with Charlatan, which retains the theme of a curser that distributes junk Treasure, but in a less oppressive and frustrating way.

FAQ

Official FAQ

  • This hits the other players in turn order, which can matter when the Curse or Copper piles are low.
  • Each of the other players in turn chooses whether or not to discard a Curse card, and the players who do not gain a Curse and a Copper from the Supply, putting them into their discard piles.
  • If either the Curse or Copper pile is empty, players still gain the other card.

Other Rules clarifications

  • A player hit by Mountebank gains the Curse first, and then the Copper.

Strategy

Before it was removed, Mountebank was a terminal silver with an Attack oppressive enough to make it one of the strongest cards in the game. It is more harmful to your opponents than other junking Attacks because it causes them to gain two junk cards at once and can continue to give out Coppers after the Curses run out; this means that it is often centralizing and leads to a slog more often than most junkers do.

Playing Mountebanks early and often is the best way to cripple your opponents’ decks. Gaining a copy of Mountebank as early as possible, including in the opening, is usually a priority and it is often a good plan to make use of effects like Transport or Ferry to do so. Another way to ensure you can play Mountebank early on is to gain an Overlord in the opening, which is possible regardless of your opening split while offering extra flexibility later. While it’s usually difficult to try and get full deck control with your opponents attacking you with their Mountebanks, you can still try to increase how frequently you draw your own Mountebanks with thinning or cycling effects such as Spice Merchant or Warehouse respectively. You can also add additional copies of Mountebank. Generally, about two copies of Mountebank are sufficient: it is terminal, so you don't want too many, but two is unlikely to be enough to cause terminal collision problems, assuming that your opponents are also attacking you. The impact of additional copies is somewhat reduced by Mountebank’s conditional junking (i.e., if they’re already very junked, it’s harder to junk them more).

There are a few factors that can mitigate Mountebank’s impact. Very strong thinning such as Chapel can make dealing with Mountebank much more manageable, and it is sometimes skippable as a result. Otherwise, avoiding as much of Mountebank’s junk as possible is usually a priority, so it’s usually the right move to discard a Curse if you have one in hand when attacked, even if keeping it would have enabled you to trash it; this may continue to be the case even once the Curses run out. Given the option to counter the attack, it is often preferable to trash your Curses after your Coppers and Estates. Occasionally it may even be beneficial to use effects such as topdecking with Courtyard to make sure you will have a Curse in hand to discard.

Versions

English versions

Print Digital Text Release Date
Mountebank Mountebank from Goko/Making Fun +$2
Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.
Prosperity October 2010
Mountebank Mountebank from Shuffle iT +$2
Each other player may discard a Curse. If they don’t, they gain a Curse and a Copper.
Prosperity (2016 printing) February 2017

Other language versions

Language Name Print Digital Text
Chinese 詐騙 +$2
其它玩家可以棄掉手上的一張詛咒。如果沒棄,則他獲得一張詛咒與一張銅幣。
Czech Mastičkář (lit. quack)
Dutch Charlatan (lit. charlatan) Dutch language Mountebank +$2
Iedere andere speler mag een vloekkaart afleggen. Als hij dat niet doet, pakt hij een vloekkaart en een koperkaart.
Finnish Petkuttaja (lit. trickster)
French Charlatan (lit. charlatan) French language Mountebank 2021 from Shuffle iT +$2
Tous vos adversaires peuvent défausser une Malédiction. S'ils ne le font pas, ils reçoivent une Malédiction et un Cuivre.
German Quacksalber (lit. quack) German language Mountebank 2016 by ASS German language Mountebank 2021 from Shuffle iT +$2
Jeder Mitspieler darf einen Fluch aus seiner Hand ablegen. Wer das nicht tut, nimmt einen Fluch und ein Kupfer.
Italian Ciarlatano (lit. charlatan)
Japanese 香具師
(pron. yashi, lit. charlatan)
+$2
他のプレイヤーは全員、呪い1枚を捨て札にしてもよく、捨て札にしなかった場合、呪い1枚と銅貨1枚を獲得する。
Polish Szarlatan (lit. charlatan) Polish language Mountebank +$2
Każdy z pozostałych graczy może odrzucić Klątwę. Jeżeli tego nie zrobi, dodaje Klątwę i Miedziaka.
Russian Шаралатан
(pron. sharlatan, lit. charlatan)
Spanish Charlatán (lit. charlatan)

Trivia

Official card art.

Name

Mountebank was originally called Villain, then Trickster. The Germans said, could you rename that? As they'd already used Trickster for Swindler.

Secret History

Originally it had the Mint "penalty" and no discarding clause. It was too powerful and left the set. Later I brought it back without the "penalty" (yes it is not really a penalty), then added the Curse-Moating. Briefly you just revealed the Curse (rather than discard it), but I decided that was more hosing than I wanted.

Retrospective

The early attacks, e.g. Mountebank, weren't just "this is what it is because of Witch." Rather they're "this is what it is because of the same factors that make Witch what it is, e.g. how much we know about the game so far." For some years though, man maybe even just after Prosperity, the goal has been, this new Witch needs to not look awful next to Witch, while also not being as good as Witch.


Any fixing of Mountebank would necessarily start with changing what it does; cost is a distraction.

Second edition removal

Mountebank is easily one of the most miserable powerful attacks in the game. It fits the theme of Ghost Ship and Ambassador: you get so much junk that you don't get to see your deck. It's the card I most wanted to replace in Prosperity.


Cards $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory tokens
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)