Fool's Gold

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Fool's Gold
Info
Cost $2
Type(s) Treasure - Reaction
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Ryan Laukat
Card text
If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.

Fool's Gold is a Treasure-Reaction from Hinterlands, and it is the only Treasure-Reaction card in the game. While costing only $2, Fool's Gold gets progressively more powerful the more of them are played together.

FAQ

Official FAQ

  • The first Fool's Gold you play in a turn is worth $1, and all further copies are worth $4.
  • So if you play three of them, you get $1 + $4 + $4, or $9 total.
  • Fool's Gold is also a Reaction.
    • When another player gains a Province, you may trash Fool's Gold from your hand to gain a Gold from the Supply, putting it onto your deck.
    • You cannot use this ability when you gain a Province, only when another player does.

Other rules clarifications

  • If you play the same Fool's Gold twice in the same turn (with Crown or Counterfeit), the second play will produce +$4.
  • If another player gains a Province during your turn (e.g. you play a Governor and they trash a King's Court into Province), you can react with your Fool's Gold.
  • Even if your 1st Fool's Gold gets blocked by Highwayman, your other Fool's Golds will still give +$4.

Strategy

Fool’s Gold is a cheap, dense payload card that is entirely reliant on colliding with copies of itself. As such, Fool’s Gold is most usable in Kingdoms with thinners, which can remove your starting cards and increase your odds of such collisions. Fool’s Gold is also good with sources of +Buy, both to get multiple copies of Fool’s Gold at once and to effectively utilize the potentially large amount of $ generated. Draw also works well with Fool’s Gold, as every additional stop card supported can be another $4 generated. Fool's Gold is less likely to be impactful in Kingdoms lacking one or more of these effects.

Cards that provide multiple of the effects above synergize well with Fool’s Gold. Forager, Counterfeit, and Sanctuary all provide early thinning and +Buy so that you can start buying and colliding Fool’s Golds. On an early $5, a Mint (trashing 5 Coppers) can similarly be useful to both encourage collisions and quickly add more Fool’s Golds. Terminal draw cards with +Buy, such as Barge, also work nicely with Fool’s Gold, but will often appreciate other sources of thinning.

In Kingdoms with the right support, Fool’s Gold can be a very effective source of payload. Because of its cheap cost, with each additional copy generating $4 but only costing $2, it’s easy to add to your deck and an effective way to rapidly increase your economic output. Additionally, with sufficient copies, it generates more $ per stop card than does Gold; three copies of Fool’s Gold generates the same amount of $ as three Golds or $3 per card, four copies of Fool’s Gold generates 3.25$ per card, and so on. Fool’s Gold is best added to your deck after you’ve begun working on your deck control, as if you can’t reliably line them up adding a Fool’s Gold is similar to buying a Copper.

Even in Kingdoms with the right support, Fool’s Gold still has some of the typical problems of Treasure-based payload. Most importantly, it’s a stop card that can cause even a strong engine to dud with unlucky shuffles. Second, because its use is restricted to the Buy phase, you cannot set up gain and play situations as you can with other strong payload cards such as Altar, and it anti-synergizes with Throne Room variants and draw to X.

Fool’s Gold’s Reaction is rarely worth using, as doing so likely reduces your $ generation for your coming turn, and trashing a Fool’s Gold reduces your odds of colliding them in future turns. As an example, if you have two Fool’s Golds in hand, Reacting and trashing one reduces your coming turn’s economy by $4 in exchange for $3 the turn after. In most cases, Reacting for a Gold is likely going to cause you to generate less $ than if you just keep the Fool’s Gold. Also, adding a stop card to the top of your deck is likely to cause an engine to dud.

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
Fool's Gold Fool's Gold from Goko/Making Fun If this is the first time you played a Fool's Gold this turn, this is worth $1, otherwise it's worth $4.
When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.
Hinterlands October 2011
Fool's Gold Fool's Gold from Shuffle iT Worth $1 if it's the first time you played a Fool's Gold this turn, otherwise worth $4.
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.
Hinterlands (2016 printing) December 2016
Fool's Gold Fool's Gold from Shuffle iT If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.

Hinterlands (2020 printing)


Hinterlands (Second Edition)

Other language versions

Language Name Print Digital Text Notes
Czech Kočičí zlato
Dutch Klatergoud (lit. shining gold)
Finnish Katinkulta
French Or des fous
German Katzengold German language Fool's Gold 2011 by HiG Wenn du Katzengold zum ersten Mal in diesem Zug ausspielst, ist es $1 wert, ansonsten ist es $4 wert.
Wenn ein Mitspieler eine Provinz nimmt, darfst du diese Karte aus deiner Hand entsorgen. Wenn du das machst: Nimm dir ein Gold und lege es auf deinen Nachziehstapel.
(2011)
"…ausspielst ausgespielt hast,…"
German Katzengold German language Fool's Gold 2019 by ASS Wert $1, wenn dies das erste Mal in diesem Zug ist, dass du ein Katzengold ausgespielt hast, ansonsten Wert $4.
Nimmt ein Mitspieler eine Provinz, darfst du diese Karte aus deiner Hand entsorgen, um ein Gold auf deinen Nachziehstapel zu nehmen.
(2019)
German Katzengold German language Fool's Gold from Shuffle iT Wenn dies das erste Mal in diesem Zug ist, dass du ein Katzengold gespielt hast: +$1, ansonsten +$4.
Nimmt ein Mitspieler eine Provinz, darfst du diese Karte aus deiner Hand entsorgen, um ein Gold auf deinen Nachziehstapel zu nehmen.
2. Edition
(2022)
Italian Oro dello Stolto
Japanese 愚者の黄金 (pron. gusha no ōgon) これがこのターンに使用した最初の愚者の黄金の場合、$1。それ以外の場合、$4
他のプレイヤーが属州1枚を獲得するとき、手札からこれを廃棄してもよい。廃棄した場合、金貨1枚を山札の上に獲得する。
Polish Złoto głupców Jeśli po raz pierwszy zagrywasz w tej turze Złoto głupców +$1; w przeciwnym razie $4.
Kiedy inny gracz dodaje Prowincję, możesz wyrzucić na Śmietnisko tę kartę z ręki, aby dodać Złoto na wierzch swojej talii.
(2024)
Russian Золото Дураков (pron. zoloto durakov)
Spanish Oro Falso (lit. fake gold)

Trivia

Official card art.

Theme

This name was on different cards at different points; it was a useful name. The original Fool's Gold was the action version of Diadem. This card was hard to name and this name seemed to fit, so here it is. It varies in value, and when people get desperate towards the end, they don't look as closely at your money.

Preview

Fool's Gold meanwhile is the kind of card you might want two of on turn two. A Fool's Gold-based economy can rake in the cash, provided you can get rid of your Coppers and/or draw extra cards. One is only worth $1, but two together are $5, and three are $9. Other quantities are left as an exercise for the reader. Fool's Gold can also turn into Gold in the late game. You may not even want to do this when you're going all-out for Fool's Golds, but some games you just picked one up randomly when you had $2, or you got some to stop other players from getting all of them, or you got some and then realized, wait a minute, I do not have what I need to make this work. And then you wait patiently for someone to buy a Province, and cash in. The Gold you gain goes right on your deck, so you even have a chance to draw it before the game's over.

Secret History

The top started out as worth $1 per copy you had, on a version of Ill-Gotten Gains. It needed a tortured wording to have it be that if you played three you got $3 for each, since you play them one at a time. Bill Barksdale suggested having it be $1 and then $4, which was much simpler. It's stronger when you have just two, and weaker when you have more than three, but that all worked out. Meanwhile the bottom started on a card in a later set, and bopped around a little before ending up here. At one point the Gold didn't go on top of your deck, but it's so late, it has to go there.


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)