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{{Cardbox|
{{Infobox Card
  |Card = Grand Market
  |name = Grand Market
  |Cost = 6
  |cost = 6*
  |Set = Prosperity
  |type1 = Action
|Type = [[Action]]
  |illustrator = Marcel-André Casasola Merkle
  |Illustrator =  
  |text = '''+1 Card<br/>+1 Action<br/>+1 Buy'''<br/>+{{Cost|2}}
  |Text = +1 Card<br/>+1 Action<br/>+1 Buy<br/>+$2<br/>
|text2 = You can’t buy this if you have any Coppers in play.
----
''You can’t buy this if you have any Copper in play.
}}
}}
'''Grand Market''' is an [[Action]] card from [[Prosperity]]. It is a strong [[Peddler variant]], giving an extra {{Cost|1}} and a +Buy, making it quite powerful if you can get it. Since it cannot be bought with {{Card|Copper}}, it can be difficult to get early in the game. However, Grand Markets themselves are a very efficient source of non-{{Card|Copper}} money, so having Grand Markets makes it easier to get more Grand Markets.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Copy & Paste Official FAQ here, please.
* A single Copper in play is enough to stop you from buying Grand Market.  
=== Other Rules clarifications ===
* You do not have to play all of the Treasures in your hand.
== Strategy Article ==
* Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do.
''[http://dominionstrategy.com/2010/11/28/prosperity-grand-market/ Original article] by theory
* Coppers that were in play earlier in the turn but aren't anymore also do not stop you; if you have 11 Coppers in play and 2 Buys, you could buy a {{Card|Mint}}, trash all of your played Treasures, and then buy a Grand Market.  
* You can gain Grand Market other ways - for example with {{Card|Expand}} - whether or not you have Coppers in play.
* Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth {{Cost|1}} (such as {{Card|Crystal Ball}}).
* Remember you cannot play more Treasures after buying a card.


Grand Markets are almost always preferable to Golds. So long as the average card value in your deck is greater than $1, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets are affected by Throne Room and King’s Court.
== Strategy ==
Grand Market is a very strong but expensive [[cantrip]], providing a significant amount of [[payload]] (including [[+Buy]]) for a card that is neither [[terminal]] nor a [[stop card]]. Like other [[Peddler variant]]s, it integrates smoothly into most decks and provides the best value when you can draw and play your whole deck every turn, usually with an [[engine]]. Grand Market requires investment in non-{{Card|Copper}} payload in order to get off the ground with the purchase of your first copy, but its powerful nature means this investment usually pays off, and once you have a couple of copies, getting more Grand Markets often becomes quite easy. Therefore, getting to this point quickly can often be a priority: not only does this allow you to further increase your deck’s payload rapidly, but contesting the Grand Market [[glossary#S|split]] may also be important in and of itself, because having a large number of them provides significant [[pile control]] via the large amount of {{Cost}} and Buys they generate. Once the Grand Market pile is empty or very low, a [[three-pile ending]] becomes quite likely, often involving buying all the {{Card|Estate|Estates}} in one swoop.


Unfortunately, it’s difficult to buy Grand Market, since only quite strong decks are able to produce $6 without relying on Copper. There’s several ways to do so before your deck gets to that point.
Buying your first Grand Market usually requires both obtaining some degree of [[deck control]] (generally via [[thinning]] and/or [[draw]]) and adding some payload, since you need to generate {{Cost|6}} without playing any {{Card|Copper|Coppers}}. Copper trashers that provide a benefit, such as {{Card|Moneylender}} or {{Card|Spice Merchant}}, can be especially helpful for this; a [[terminal silver]], {{Card|Silver}} itself, or other non-{{Card|Copper}} [[Treasure]]s (including [[Heirloom]]s, notably {{Card|Cursed Gold}}) may also be used. Effects that allow you to discard cards to generate {{Cost}} (e.g. {{Card|Storeroom}} or {{Card|Vault}}) can be particularly helpful, as this allows each of your {{Card|Copper|Coppers}} to generate {{Cost|1}} without being played. Alternatively, it might be possible to obtain a Grand Market without reaching {{Cost|6}}, for example with [[cost reduction]] (e.g. {{Card|Quarry}} or {{Event|Ferry}}), by saving up [[Coffers]], or via manoeuvres like double {{Event|Transport}}. Sometimes it may be worth kickstarting your ability to gain Grand Markets by trashing a cheaper card, e.g. using a [[Remodel variant]] on a card costing {{Cost|4}}; {{Event|Advance}} provides the most efficient way to do this, as it can transform any [[Action]] card into a Grand Market, including a very cheap one obtained specifically for that purpose.  


The first, and most obvious, way is with Actions that give money. Unfortunately, it’s difficult to get enough of them together; it normally takes quite a while to draw 3 Festivals in one hand. Grand Markets themselves are great for grabbing more Grand Markets, though.
Absent one of the exceptions above, Grand Market’s viability is largely tied to how difficult it is to thin your {{Card|Copper|Coppers}}, as they affect your ability both to afford Grand Market and to draw it consistently. If the {{Card|Copper}} thinning is weak (e.g., {{Card|Scrap}}), it may be worth pursuing other payload options. Similarly, you are unlikely to be able to obtain it (or use it to its full potential if you do get a copy or two) on [[slog]]gy boards. Since Grand Market is a cantrip, decks with limited draw capabilities appreciate its ability to add payload much more than decks that have strong draw and can afford to add stronger payload stop cards.


A better way is with Secret Chamber or Vault, because it basically lets you use Coppers without having to play them. Of course, Vault is better than Secret Chamber for this purpose: because it gives +2 Cards, it guarantees at least $6. In this game, by going Vault/Chapel instead of Torturer/Chapel, I get my Grand Markets out much sooner than he does.
===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://dominionstrategy.com/2010/11/28/prosperity-grand-market/ theory's 2010 article]


Quarry also helps; it lets you buy the Grand Market when paired with either two Silvers, a Gold, or another Quarry.  (If you use the Black Market trick to play the Quarry during your Action phase, you can use Ironworks to gain it as well.) And the Copper restriction on Grand Markets doesn’t apply when you gain the card with Remodel/Expand/Upgrade.
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! style="width:12em;"| Notes !! Release !! Date
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1|}} || style="padding:0px 15px;"| '''+1 Card<br>+1 Action<br>+1 Buy'''<br>+{{Cost|2}}{{divline}}You can’t buy this if you have any Copper in play. || || Prosperity || October 2010
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || style="padding:0px 15px;"| '''+1 Card<br>+1 Action<br>+1 Buy'''<br>+{{Cost|2}}{{divline}}You can’t buy this if you have any Coppers in play. || Digital version may have a cost of {{Cost|6}} rather than {{Cost|6*}}. || <p>Prosperity [[2016 Errata#Formatting_changes|(2016 printing)]]</p><hr><p>Prosperity ([[Second Edition]])</p> || February 2017
|}


Of course, if you trash your Coppers, buying Grand Markets isn’t a problemNor is it a problem if you have a ton of Silvers in your deck, either from Bureaucrat or Trading Post, but having so many Silvers can be a liability, a sign that you’re not ramping up your deck quickly enough.
===Other language versions===
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
!Chinese
| 大市場 || || || style="padding:15px 0px;"| '''+1 卡片'''<br>'''+1 行動'''<br>'''+1 購入'''<br>+{{Cost|2}}{{divline}}如果有銅幣在出牌區,則無法購買這張卡。||
|-
!Czech
| Velký trh || || || ||
|-
!Dutch
| Grote markt || {{CardLangVersionImage|Dutch}} || || '''+1 Kaart<br>+1 Actie<br>+1 Aanschaf'''<br>+ {{Cost|2}}{{divline}}Je kunt deze kaart niet kopen als je koperkaarten in het spel hebt. ||
|-
!Finnish
| Suurtori || || || ||
|-
!French
| Grand marché || || || ||
|-
!German
| Großer Markt <!--Grosser Markt--> || {{CardVersionImage|Grand Market German-HiG|German language Grand Market 2010 by HiG}} || || '''+1 Karte<br>+1 Aktion<br>+1 Kauf'''<br>+{{Cost|2}}{{divline}}Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast. || (2010)
|-
!German
| Großer Markt <!--Grosser Markt--> || || {{CardVersionImage|Grand MarketGerman2021Digital|German language Grand Market 2021 from Shuffle iT}} || '''+1 Karte<br>+1 Aktion<br>+1 Kauf'''<br>+{{Cost|2}}{{divline}}Du kannst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast. || (Nachdruck 2021)
|-
!Italian
| Mercato di Lusso<br>(lit. ''luxury market'') || || || ||
|-
!Japanese
| 大市場<br>(pron. ''dai ichiba'') || || || style="padding:15px 0px;"| '''+1 カードを引く'''<br>'''+1 アクション'''<br>'''+1 購入'''<br>+{{Cost|2}}{{divline}}銅貨が場にある間、このカードを購入できない。||
|-
!Polish
| Wielki targ || {{CardLangVersionImage|Polish}} || || '''+1 karta<br>+1 akcja<br>+1 zakup'''<br>+{{Cost|2}}{{divline}}Nie możesz kupić tej karty, jeżeli masz Miedziaka w grze. ||
|-
!Russian
| Центральный Рынок<br>(pron. ''tsyentral'ny rynok'',<br> lit. ''central market'') || || || ||
|-
!Spanish
| Gran Mercado || || || ||
|}


In all other respects, Grand Markets have the pretty much the same advantages and disadvantages as Peddlers and Markets (though of course beefed up considerably): they are most valuable in dense decks with high average card value, and are vulnerable to small handsizes.
=== Synergies/Combos ===
*Secret Chamber/Vault
*Moneylender/Loan
*Bureaucrat/other Silver-gaining cards
*Actions that give +$ (especially Conspirator)
*Trashing cards (both to clear Coppers and for a denser deck)
*Remodel/Expand/Upgrade
*Quarry
=== Antisynergies ===
*Coppersmith/Counting House
*Opponents’ Mountebanks
*Attack-heavy opponents in general
*Bank, because it depends on large numbers of Treasures, typically Coppers
== Trivia ==
== Trivia ==
[[Image:Grand_MarketArt.jpg|thumb|right|354px|Official card art.]]
=== Preview ===
{{Quote
|Text= This card presents you with a puzzle: how do you get it? Sure you can trash all of your {{Card|Copper|Coppers}}. That's not always possible though. {{Card|Vault}} provides a direct route - play {{Card|Vault}}, discard everything, you've got {{Cost|6}} and no {{Card|Copper|Coppers}} in play. You can also use cards like {{Card|Expand}} and {{Card|Forge}} to get one. Of course the first one helps you get more. Once you've got some, you want a small deck, so you see them more often.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=123.msg1169#msg1169 Dominion: Prosperity Review]
}}
=== Secret History ===
=== Secret History ===
{{Quote
{{Quote
|Text=Originally it cost $7 and was "+1 Card +1 Action +$2." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.
|Text=Originally it cost {{Cost|7}} and was "+1 Card +1 Action +{{Cost|2}}." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-{{Card|Copper}} clause from another card.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 from the Other Secret History of the Prosperity Cards]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
}}
}}
 
{{Navbox Prosperity}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:virtual coin]]
[[category:non-terminals]]
[[category:peddler (card archetype)]]
[[category:extra buys]]
[[category:cantrip]]

Latest revision as of 04:16, 5 September 2024

Grand Market
Info
Cost $6*
Type(s) Action
Kingdom card? Yes
Set Prosperity
Illustrator(s) Marcel-André Casasola Merkle
Card text
+1 Card
+1 Action
+1 Buy

+$2

You can’t buy this if you have any Coppers in play.

Grand Market is an Action card from Prosperity. It is a strong Peddler variant, giving an extra $1 and a +Buy, making it quite powerful if you can get it. Since it cannot be bought with Copper, it can be difficult to get early in the game. However, Grand Markets themselves are a very efficient source of non-Copper money, so having Grand Markets makes it easier to get more Grand Markets.

FAQ

Official FAQ

  • A single Copper in play is enough to stop you from buying Grand Market.
  • You do not have to play all of the Treasures in your hand.
  • Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do.
  • Coppers that were in play earlier in the turn but aren't anymore also do not stop you; if you have 11 Coppers in play and 2 Buys, you could buy a Mint, trash all of your played Treasures, and then buy a Grand Market.
  • You can gain Grand Market other ways - for example with Expand - whether or not you have Coppers in play.
  • Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth $1 (such as Crystal Ball).
  • Remember you cannot play more Treasures after buying a card.

Strategy

Grand Market is a very strong but expensive cantrip, providing a significant amount of payload (including +Buy) for a card that is neither terminal nor a stop card. Like other Peddler variants, it integrates smoothly into most decks and provides the best value when you can draw and play your whole deck every turn, usually with an engine. Grand Market requires investment in non-Copper payload in order to get off the ground with the purchase of your first copy, but its powerful nature means this investment usually pays off, and once you have a couple of copies, getting more Grand Markets often becomes quite easy. Therefore, getting to this point quickly can often be a priority: not only does this allow you to further increase your deck’s payload rapidly, but contesting the Grand Market split may also be important in and of itself, because having a large number of them provides significant pile control via the large amount of $ and Buys they generate. Once the Grand Market pile is empty or very low, a three-pile ending becomes quite likely, often involving buying all the Estates in one swoop.

Buying your first Grand Market usually requires both obtaining some degree of deck control (generally via thinning and/or draw) and adding some payload, since you need to generate $6 without playing any Coppers. Copper trashers that provide a benefit, such as Moneylender or Spice Merchant, can be especially helpful for this; a terminal silver, Silver itself, or other non-Copper Treasures (including Heirlooms, notably Cursed Gold) may also be used. Effects that allow you to discard cards to generate $ (e.g. Storeroom or Vault) can be particularly helpful, as this allows each of your Coppers to generate $1 without being played. Alternatively, it might be possible to obtain a Grand Market without reaching $6, for example with cost reduction (e.g. Quarry or Ferry), by saving up Coffers, or via manoeuvres like double Transport. Sometimes it may be worth kickstarting your ability to gain Grand Markets by trashing a cheaper card, e.g. using a Remodel variant on a card costing $4; Advance provides the most efficient way to do this, as it can transform any Action card into a Grand Market, including a very cheap one obtained specifically for that purpose.

Absent one of the exceptions above, Grand Market’s viability is largely tied to how difficult it is to thin your Coppers, as they affect your ability both to afford Grand Market and to draw it consistently. If the Copper thinning is weak (e.g., Scrap), it may be worth pursuing other payload options. Similarly, you are unlikely to be able to obtain it (or use it to its full potential if you do get a copy or two) on sloggy boards. Since Grand Market is a cantrip, decks with limited draw capabilities appreciate its ability to add payload much more than decks that have strong draw and can afford to add stronger payload stop cards.

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 Notes Release Date
Grand Market Grand Market from Goko/Making Fun +1 Card
+1 Action
+1 Buy

+$2
You can’t buy this if you have any Copper in play.
Prosperity October 2010
Grand Market Grand Market from Shuffle iT +1 Card
+1 Action
+1 Buy

+$2
You can’t buy this if you have any Coppers in play.
Digital version may have a cost of $6 rather than $6*.

Prosperity (2016 printing)


Prosperity (Second Edition)

February 2017

Other language versions

Language Name Print Digital Text Notes
Chinese 大市場 +1 卡片
+1 行動
+1 購入
+$2
如果有銅幣在出牌區,則無法購買這張卡。
Czech Velký trh
Dutch Grote markt Dutch language Grand Market +1 Kaart
+1 Actie
+1 Aanschaf

+ $2
Je kunt deze kaart niet kopen als je koperkaarten in het spel hebt.
Finnish Suurtori
French Grand marché
German Großer Markt German language Grand Market 2010 by HiG +1 Karte
+1 Aktion
+1 Kauf

+$2
Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast.
(2010)
German Großer Markt German language Grand Market 2021 from Shuffle iT +1 Karte
+1 Aktion
+1 Kauf

+$2
Du kannst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast.
(Nachdruck 2021)
Italian Mercato di Lusso
(lit. luxury market)
Japanese 大市場
(pron. dai ichiba)
+1 カードを引く
+1 アクション
+1 購入
+$2
銅貨が場にある間、このカードを購入できない。
Polish Wielki targ Polish language Grand Market +1 karta
+1 akcja
+1 zakup

+$2
Nie możesz kupić tej karty, jeżeli masz Miedziaka w grze.
Russian Центральный Рынок
(pron. tsyentral'ny rynok,
lit. central market)
Spanish Gran Mercado

Trivia

Official card art.

Preview

This card presents you with a puzzle: how do you get it? Sure you can trash all of your Coppers. That's not always possible though. Vault provides a direct route - play Vault, discard everything, you've got $6 and no Coppers in play. You can also use cards like Expand and Forge to get one. Of course the first one helps you get more. Once you've got some, you want a small deck, so you see them more often.

Secret History

Originally it cost $7 and was "+1 Card +1 Action +$2." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.


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)