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{{Infobox Card
{{Infobox Card
  |name = Silk Road
  |name = Silk Road
|cost = 4
  |type1 = Victory
  |type1 = Victory
  |illustrator = Martin Hoffmann‏
  |illustrator = Martin Hoffmann‏
  |text = Worth 1 {{VP}} for every 4 Victory cards in your deck (round down).
  |text = Worth {{VP|'''''1'''''}} for every 4 Victory cards you have (round down).
}}
}}
'''Silk Road''' is a [[Victory]] card from [[Hinterlands]]. It is worth more depending on how many total Victory cards in your deck. As such it is especially useful when you are able to buy a lot of green cards without stalling out, but can be potentially useful in just about any game.
'''Silk Road''' is a [[Victory]] card from [[Hinterlands]]. It is worth more depending on how many total Victory cards are in your deck.
 
It was removed from the second edition of Hinterlands; its [[alt-VP]] mechanic was reused on the [[Promo]] card {{card|Marchland}}.  


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
This is a [[Victory]] card, not an Action card. It does nothing until the end of the game, when it is worth 1 {{VP}} for every four Victory cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Silk Roads count themselves. Round down; if you have 11 Victory cards, Silk Road is worth 2 {{VP}}. During set-up put all 12 Silk Road in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which are Victory, are Victory cards and so are counted by Silk Road.
* Silk Roads count themselves.  
* Round down; if you have 11 Victory cards, Silk Road is worth 2{{VP}}.  
* Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.
 
=== Other Rules clarifications ===
=== Other Rules clarifications ===
== Strategy Article ==
== Strategy ==
''Originally posted by WanderingWinder on the [http://forum.dominionstrategy.com/index.php?topic=1331.msg21549#msg21549 forum]''
Before it was removed, Silk Road was a weak source of [[alt-VP]] that was often skippable but occasionally useful as supplemental {{VP}} in the endgame or as part of a [[rush (strategy)|rush]]. Silk Road's primary shortcoming is that its value in {{VP}} ramps up very slowly, as you need to gain many [[Victory]] cards to make it worth more than a {{Card|Duchy}}. Additionally, the process of [[greening]] in bulk is very likely to impede your deck's ability to gain even more Victory cards. Victory cards are almost always [[stop card]]s that provide no [[payload]], so having many of them is usually antithetical to having a functioning deck that can gain even more Victory cards.  


The first card you to compare Silk Road to is [[Gardens]] (okay, [[Vineyard]] might be the first thing that comes to mind, but they play COMPLETELY differently). And Gardens is a pretty good comparison. You can, for the most part, play the same [[rush]]es for Silk Road that you can for Gardens. And the rushes with Silk Road are going to tend to be a little bit stronger than the Gardens versions - it's generally much easier to rush to 12 green cards than 30 cards overall, and easier to get to 16 green cards than 40 cards overall.
Silk Road's viability as supplemental {{VP}} depends on the number of [[Victory]] cards you gain during the game. With four Victory cards, Silk Road has the {{VP}} of {{Card|Estate}} but is more expensive; with eight, it is a valid intermediate between {{Card|Estate}} and {{Card|Duchy}}; with twelve, it has the {{VP}} of a {{Card|Duchy}} but is cheaper. Silk Road is therefore only worth gaining over one of the basic Victory cards if you expect to have eight or more Victory cards by the end of the game. This will not be the case for most decks, which would struggle with [[deck control]], but is more likely to occur in some specific cases, which are occasionally enough to increase Silk Road's value beyond that of a supplement to your {{VP}} that you might situationally consider in the endgame. These scenarios might include:
* a rush that aims to cause an early [[three-pile ending|pileout]] by playing many [[gainer]]s to obtain significant numbers of Silk Roads and potentially {{Card|Estate|Estates}}. {{Card|Groom}} is a particularly notable enabler, while other [[Workshop variant]]s such as {{Card|Ironworks}} may occasionally work if the [[Kingdom]] is otherwise weak.
* an [[engine]] that makes heavy use of Victory cards due to {{Card|Shepherd}}, {{Card|Crossroads}}, or {{Event|Inheritance}}.
* the presence of multi-type Victory cards, especially {{Card|Nobles}} or {{Card|Mill}}, that also double as engine components.


Now there are some cases where Gardens works really well and and Silk Road won't. So Gardens work with cards like [[Talisman]], [[Goons]], [[Trader]], [[curser|cursing attacks]], and [[Ill-Gotten Gains]] especially, in ways that don't really go for Silk Road. Cards like [[Bureaucrat]] and [[Copper]] are good with both, but much better with Gardens. In short, it's the mid-range and long-term strategies where these two cards really diverge.
===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.''
* [http://forum.dominionstrategy.com/index.php?topic=1331.msg21549#msg21549 WanderingWinder's 2012 article]


Which brings us to the second comparison - [[Duke]]. Duke is a long-term card where you need a lot of other victory cards (in Duke's case, they have to be [[Duchy|Duchies]]) in order to make it powerful. But in a Duke deck, your main Victory points eventually come from the Dukes themselves. The same is true with long-range Silk Road decks. Think about this: 1 Duchy, 8 Silk Road, 8 Estates, plus your three starting estates, that's 20 victory cards. And that's 54 victory points - enough to match against someone who's gotten a duchy and all the provinces. So apart from just rush strategies, using Silk Road as your primary victory strategy in longer games is perfectly viable. Of course, you need a little bit of support for this, but it's definitely doable.
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
| {{CardVersionImage|Silk RoadOld|Silk Road}} || {{CardVersionImage|Silk RoadDigitalOld|Silk Road from Goko/Making Fun}} || Worth 1{{VP}} for every 4 Victory cards in your deck (round down). || Hinterlands || October 2011
|-
| {{CardVersionImage|Silk Road|Silk Road}} || {{CardVersionImage|Silk RoadDigital|Silk Road from Shuffle iT}} || Worth '''1'''{{VP}} for every 4 Victory cards you have (round down). || Hinterlands [[Second Edition#Formatting_changes|(2016 printing)]] || December 2016
|}


The biggest support for Silk Road are your dual Victory cards - [[Harem]], [[Nobles]], and [[Island]] are huge boons (as is Gardens, actually). [[Great Hall]] and [[Tunnel]] are pretty good, too. With these cards, and I want to stress especially Island, you can very often ignore cards that are outlandish and exorbitant, like [[Province]], and even [[Gold]]. Here's a game I played where I used an Island/Silk Road rush (just buying them!) to totally overwhelm my [[Big Money]]/[[Masquerade]] opponent: http://dominion.isotropic.org/gamelog/201201/01/game-20120101-131237-6c191900.html
===Other language versions===
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
!Czech
| Hedvábná stezka || || || ||
|-
!Dutch
| Zijderoute || || || ||
|-
!Finnish
| Silkkitie || || || ||
|-
!French
| Route de la soie || || {{CardVersionImage|Silk RoadFrench2021Digital|French language Silk Road 2021 from Shuffle iT}} || Vaut {{VP|'''1'''}} pour chaque 4 cartes Victoire que vous avez (arrondi inférieurement). ||
|-
!German
| Seidenstraße <!--Seidenstrasse--> || [[File:Silk.Road.German.jpg|100px|German language Silk Road 2011 by HiG and 2019 by ASS]] || {{CardVersionImage|Silk RoadGerman2021Digital|German language Silk Road 2021 from Shuffle iT}} || Wert {{VP|'''1'''}}<br>für je 4&nbsp;Punktekarten im eigenen Kartensatz (abgerundet). || (2011; 2019)
|-
!Italian
| Via della Seta || || || ||
|-
!Japanese
| シルクロード (pron. ''shirukurōdo'') || || || あなたの勝利点カード4枚 (端数切り捨て)につき'''1'''{{VP}}。 ||
|-
!Russian
| Шёлковый Путь<br>(pron. ''shyolkovy put''') || || || ||
|-
!Spanish
| Ruta de la Seda || || || ||
|}


Even with just the basic victory cards, it's possible to use Silk Road to power an alternate strategy, especially since most decks going for Provinces are built for 4 or 5 much more than all 8. But you have to be a bit careful about this; your VP engine has to be put together in the proper order - it's a bit fragile. You're going to probably want your 20 victory cards and at least 7 copies of Silk Road. That leaves you with a dilemma: do you go for the Duchies first, or do you go for Silk Road? The issue is, the Silk Road are more important to get, but the Duchies are harder to get. So you basically want to get the Silk Roads first, then go back for the Duchies - if you can. Either way, you want to have enough of an economy built up beforehand not to stall out hard.
Here's a game where theory tired to do this against me, but by going too hard for Duchies early, and, more importantly, not building his economy quite enough before taking the plunge, allowed me to get enough of the Silk Roads myself to effectively block him and have a fairly secure path to the victory: http://councilroom.com/game?game_id=game-20111209-091227-a49d3a4d.html
Finally, Silk Roads don't necessarily lose their bite in [[Colony]] games quite as much as most other alternate VP strategies do (though they are substantially weaker). It's not super rare that, if you start greening a bit sooner, going a little sooner and stronger for Provinces, maybe only one Colony, and supplement with Silk Roads, that you can have 4 point silk road + 6 point province to fight that 10 point Colony. Now, this is not terribly common, but with the right support, it's something you want to watch out for. Here's a game where I start with a bit of a fiery blitz, then, having spent much of my fuel and with my opponent's deck hitting it's stride while mine whimpered, I switched to Province + Silk Road to close things out:
http://councilroom.com/game?game_id=game-20120102-121441-95cda622.html
=== Synergies/Combos ===
* Other [[Victory]] Cards, especially dual types, especially [[Island]]
* [[Farmland]]
* [[Gainer]]s like [[Workshop]] and [[Ironworks]]
* [[Woodcutter]] variants - particularly [[Bridge]] and [[Horse Traders]]
* [[Baron]]
* [[Hoard]]
* [[Scout]], [[Crossroads]], etc.
* Sifters like [[Warehouse]], and especially [[Oasis]]
=== Antisynergies ===
* Fast [[engine]]s
* [[Trashing]]
* Savvy opponents who also have the time to stop to buy a couple cards to block you. [[Bishop]] is a poster child here.
== Trivia ==
== Trivia ==
[[Image:Silk_RoadArt.jpg|thumb|right|354px|Official card art.]]
=== Theme ===
{{Quote
|Text= Land that's better if you have more land. That suggested a trade route. For a long time it was Orchard. |Name=[[Donald X. Vaccarino]]
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]
}}
=== Secret History ===
=== Secret History ===
{{Quote
{{Quote
Line 48: Line 84:
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]
}}
}}
=== Second Edition removal ===
{{Quote|Text=Silk Road was another borderline card. The experts were sure they didn't have to see it any more. I couldn't just replace it with another [[Victory]] card though - they take two extra cards, and the update pack just had room for one extra card. Hinterlands is no longer the set with 3 [[Treasure]]s, 3 Victory cards, 3 [[Reaction]]s; now it's, 2 Treasures, 2 Victory cards, 6 Reactions.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21321.msg893885#msg893885 Hinterlands 2E Preview 3]
}}
{{Quote|Text=
This is a classic basic Victory card, but well, it's not a very good implementation of it. Mostly you don't go for these, though you might get one on your last turn. I couldn't replace it with another Victory card due to the update pack size; a fixed version may still appear someday though.


 
I tried some Silk Road variants, but I couldn't actually fit one. {{Card|Marchland|Maybe someday.}}
|Name=[[Donald X. Vaccarino]]
|Source=[https://forum.dominionstrategy.com/index.php?topic=21323.0 The Secret History of Hinterlands 2E]
}}
{{Navbox Hinterlands}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:alt VP]]

Latest revision as of 09:39, 7 September 2024

Silk Road
Info
Cost $4
Type(s) Victory
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Martin Hoffmann‏
Card text
Worth 1VP for every 4 Victory cards you have (round down).

Silk Road is a Victory card from Hinterlands. It is worth more depending on how many total Victory cards are in your deck.

It was removed from the second edition of Hinterlands; its alt-VP mechanic was reused on the Promo card Marchland.

FAQ

Official FAQ

  • Silk Roads count themselves.
  • Round down; if you have 11 Victory cards, Silk Road is worth 2VP.
  • Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.

Other Rules clarifications

Strategy

Before it was removed, Silk Road was a weak source of alt-VP that was often skippable but occasionally useful as supplemental VP in the endgame or as part of a rush. Silk Road's primary shortcoming is that its value in VP ramps up very slowly, as you need to gain many Victory cards to make it worth more than a Duchy. Additionally, the process of greening in bulk is very likely to impede your deck's ability to gain even more Victory cards. Victory cards are almost always stop cards that provide no payload, so having many of them is usually antithetical to having a functioning deck that can gain even more Victory cards.

Silk Road's viability as supplemental VP depends on the number of Victory cards you gain during the game. With four Victory cards, Silk Road has the VP of Estate but is more expensive; with eight, it is a valid intermediate between Estate and Duchy; with twelve, it has the VP of a Duchy but is cheaper. Silk Road is therefore only worth gaining over one of the basic Victory cards if you expect to have eight or more Victory cards by the end of the game. This will not be the case for most decks, which would struggle with deck control, but is more likely to occur in some specific cases, which are occasionally enough to increase Silk Road's value beyond that of a supplement to your VP that you might situationally consider in the endgame. These scenarios might include:

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
Silk Road Silk Road from Goko/Making Fun Worth 1VP for every 4 Victory cards in your deck (round down). Hinterlands October 2011
Silk Road Silk Road from Shuffle iT Worth 1VP for every 4 Victory cards you have (round down). Hinterlands (2016 printing) December 2016

Other language versions

Language Name Print Digital Text Notes
Czech Hedvábná stezka
Dutch Zijderoute
Finnish Silkkitie
French Route de la soie French language Silk Road 2021 from Shuffle iT Vaut 1VP pour chaque 4 cartes Victoire que vous avez (arrondi inférieurement).
German Seidenstraße German language Silk Road 2011 by HiG and 2019 by ASS German language Silk Road 2021 from Shuffle iT Wert 1VP
für je 4 Punktekarten im eigenen Kartensatz (abgerundet).
(2011; 2019)
Italian Via della Seta
Japanese シルクロード (pron. shirukurōdo) あなたの勝利点カード4枚 (端数切り捨て)につき1VP
Russian Шёлковый Путь
(pron. shyolkovy put')
Spanish Ruta de la Seda

Trivia

Official card art.

Theme

Land that's better if you have more land. That suggested a trade route. For a long time it was Orchard.

Secret History

In the early days of Hinterlands being its own set, it kind of had a Victory cards sub-theme. It had four Victory cards - they were just a cute vehicle for when-gain abilities. And it had a few things that interacted with Victory cards. So naturally it got the Victory card that counts Victory cards. It never changed.

Second Edition removal

Silk Road was another borderline card. The experts were sure they didn't have to see it any more. I couldn't just replace it with another Victory card though - they take two extra cards, and the update pack just had room for one extra card. Hinterlands is no longer the set with 3 Treasures, 3 Victory cards, 3 Reactions; now it's, 2 Treasures, 2 Victory cards, 6 Reactions.


This is a classic basic Victory card, but well, it's not a very good implementation of it. Mostly you don't go for these, though you might get one on your last turn. I couldn't replace it with another Victory card due to the update pack size; a fixed version may still appear someday though. I tried some Silk Road variants, but I couldn't actually fit one. Maybe someday.


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)