Card pools
Card pools are a feature provided by Dominion Online to allow new players to be gradually introduced to the wide range of Dominion cards and card-shaped things by beginning with the simplest cards, and gradually adding more complex card abilities and game mechanics to their repertoire. Players can set the card pool level they are most comfortable with, and cards belonging to a higher level will not be included in games they play using Dominion Online's Automatch feature.
The first level simply consists of the cards from the base set of Dominion; but higher card pool levels add cards based on the mechanics they use and their level of complexity, not based on what expansions they belong to. Not all cards introduced at a given pool level involve the mechanics being introduced at that level; some cards are delayed to later pools than they might be eligible for, either because they have relatively complex behavior for other reasons, or apparently merely to ensure that each pool contains a well-balanced range of cards. A few cards seem to be listed at lower levels than expected—for instance, although for the most part cost reduction doesn't appear until level 6, inventor can be found at level 5.
Card Pool descriptions and listings
Level 1
Level 1 consists simply of the cards from the Dominion base set.
Level 2
Level 2 adds cards with relatively simple abilities from a wide range of expansions:
- Intrigue: Conspirator, Courtyard, Masquerade, Minion, Patrol, Replace, Shanty Town, Swindler, Trading Post, Upgrade
- Seaside: Bazaar, Cutpurse, Lookout, Salvager, Sea Chart, Treasure Map, Warehouse
- Prosperity: Expand, Magnate, Worker's Village
- Cornucopia & Guilds: Carnival, Hamlet, Hunting Party, Jester, Menagerie, Remake, Soothsayer
- Hinterlands: Cartographer, Oasis, Stables, Wheelwright, Witch's Hut
- Dark Ages: Altar, Armory, Junk Dealer, Sage, Scavenger, Storeroom, Wandering Minstrel
- Nocturne: Tragic Hero
- Renaissance: Mountain Village, Old Witch, Scholar, Seer
- Allies: Barbarian, Courier, Hunter, Marquis, Sentinel
- Plunder: Fortune Hunter, Pilgrim
- Promo: Dismantle
Level 3
Level 3 introduces cards that ask the players to make choices, as well as Duration cards and Kingdom Treasures, and a handful of other cards involving more advanced gameplay than are present at levels 1 and 2. Platinum and Colony also become available at level 3.
- Intrigue: Baron, Duke, Farm, Mill, Mining Village, Nobles, Pawn, Secret Passage, Steward, Torturer, Wishing Well
- Seaside: Astrolabe, Caravan, Fishing Village, Haven, Merchant Ship, Sea Witch, Smugglers, Tactician, Tide Pools, Wharf
- Prosperity: Anvil, Bank, Crystal Ball, War Chest, plus Platinum and Colony
- Cornucopia & Guilds: Advisor, Fairgrounds, Farmhands, Journeyman, Shop
- Hinterlands: Fool's Gold, Spice Merchant
- Dark Ages: Counterfeit, Mystic
- Adventures: Amulet, Dungeon, Gear, Magpie, Treasure Trove
- Empires: Archive
- Nocturne: Conclave
- Renaissance: Research
- Menagerie: Barge, Hunting Lodge, Mastermind
- Allies: Capital City, Carpenter, Innkeeper, Modify, Royal Galley, Specialist, Town
- Plunder: Cabin Boy, Crew, Crucible, Enlarge, Grotto, King's Cache, Longship, Rope, Silver Mine
- Rising Sun: Aristocrat, Rice, Snake Witch
- Promo: Envoy
Level 4
Level 4 introduces cards with effects that activate when they are gained or trashed, as well as Victory tokens, among other new card abilities.
- Intrigue: Ironworks
- Seaside: Outpost
- Prosperity: Bishop, Investment, Mint, Monument, Rabble
- Hinterlands: Berserker, Border Village, Farmland, Inn, Margrave, Nomads
- Dark Ages: Catacombs, Feodum, Fortress, Hunting Grounds, Ironmonger, Market Square, Rats, Squire
- Adventures: Artificer, Lost City, Messenger, Port
- Empires: Chariot Race, Farmers' Market, Forum, Groundskeeper, Sacrifice, Temple, Wild Hunt
- Renaissance: Experiment, Hideout
- Menagerie: Kiln
- Allies: Galleria, Swap
- Plunder: Buried Treasure, Figurine, First Mate, Gondola, Siren, Swamp Shacks, Tools
- Rising Sun: Rice Broker
- Promo: Church, Marchland
Level 5
At level 5, Coffers, Villagers, and Debt are introduced, as well as the Exile mechanic and Reaction cards beyond the base set's Moat.
- Intrigue: Diplomat
- Seaside: Blockade, Corsair, Monkey, Pirate
- Prosperity: Charlatan, City, Clerk, Collection, Tiara, Watchtower
- Hinterlands: Crossroads, Trader
- Dark Ages: Beggar
- Guilds: Baker, Butcher, Candlestick Maker, Plaza
- Adventures: Caravan Guard, Hireling, Raze
- Empires: Capital, Legionary
- Renaissance: Acting Troupe, Cargo Ship, Inventor, Lackeys, Patron, Priest, Recruiter, Sculptor, Silk Merchant, Spices, Villain
- Menagerie: Black Cat, Bounty Hunter, Camel Train, Cardinal, Coven, Displace, Falconer, Gatekeeper, Goatherd, Guard Dog, Sanctuary, Sheepdog. Snowy Village, Stockpile
- Allies: Skirmisher
- Rising Sun: Craftsman, Gold Mine, Imperial Envoy, Litter, Root Cellar, Samurai
- Plunder: Frigate, Maroon, Quartermaster, Stowaway
Level 6
Level 6 introduces the use of Favors and cost reduction, as well as abilities that activate when a card is discarded, cards that are sensitive to the contents of the Trash, and other effects.
- Intrigue: Bridge, Lurker
- Seaside: Island, Lighthouse, Native Village, Treasury
- Alchemy: Herbalist
- Prosperity: Forge, Hoard, King's Court, Quarry, Vault
- Hinterlands: Cauldron, Develop, Haggler, Highway, Jack of All Trades, Scheme, Souk, Trail, Tunnel, Weaver
- Dark Ages: Count, Forager, Graverobber, Poor House, Procession, Rogue
- Guilds: Merchant Guild
- Adventures: Bridge Troll, Haunted Woods, Swamp Hag
- Nocturne: Faithful Hound
- Renaissance: Improve, Scepter
- Allies: Bauble, Broker, Contract, Emissary, Guildmaster, Importer, Merchant Camp, Sycophant, Underling, and all Allies
- Plunder: Harbor Village, Mining Road, Trickster
- Promo: Walled Village
Level 7
Level 7 features several mechanics that made their debut in Adventures—Events, Reserve cards, and Adventures tokens—as well as Shadow cards from Rising Sun.
- Intrigue: Courtier
- Adventures:
- Cards: Coin of the Realm, Distant Lands, Duplicate, Giant, Guide, Miser, Ranger, Ratcatcher, Relic, Royal Carriage, Transmogrify, Wine Merchant
- Events: Alms, Ball, Bonfire, Borrow, Expedition, Ferry, Lost Arts, Mission, Pathfinding, Pilgrimage, Plan, Quest, Raid, Save, Scouting Party, Seaway, Trade, Training, Travelling Fair
- Empires:
- Cards: Charm, City Quarter, Engineer, Royal Blacksmith
- Events: Advance, Annex, Banquet, Conquest, Delve, Dominate, Ritual, Salt the Earth, Triumph, Wedding, Windfall
- Menagerie Events: Alliance, Banish, Commerce, Delay, Desperation, Enclave, Enhance, Gamble, March, Populate, Pursue, Reap, Toil, Transport
- Allies: Highwayman
- Plunder:
- Cards: Abundance, Cage, Flagship, Landing Party, Mapmaker, Pendant, Secluded Shrine
- Events: Bury, Maelstrom, Scrounge
- Rising Sun:
- Cards: Alley, Artist, Fishmonger, Ninja, Ronin, Tanuki
- Events: Amass, Asceticism, Credit, Foresight, Gather, Kintsugi, Practice, Receive Tribute, Sea Trade
- Promo Event: Summon
Level 8
At level 8, Night cards, Loot, and Horses are introduced, along with landscapes such as Landmarks, Projects, Traits, and Prophecies. Level 8 is also the first level at which Shelters can be used.
- Seaside: Sailor
- Dark Ages: Vagrant, plus Shelters
- Empires Landmarks: Aqueduct, Arena, Bandit Fort, Basilica, Baths, Battlefield, Colonnade, Defiled Shrine, Fountain, Keep, Labyrinth, Museum, Obelisk, Orchard, Palace, Tomb, Tower, Triumphal Arch, Wall, Wolf Den
- Nocturne: Cobbler, Crypt, Den of Sin, Ghost Town, Guardian, Monastery,Night Watchman, Raider, Werewolf
- Renaissance:
- Card: Ducat
- Projects: Academy, Barracks, Canal, Citadel, City Gate, Crop Rotation, Exploration, Fair, Fleet, Guildhall, Innovation, Pageant, Piazza, Road Network, Sewers, Silos, Sinister Plot, Star Chart
- Menagerie:
- Plunder:
- Rising Sun
- Cards: Kitsune, Mountain Shrine, Poet, River Shrine, Rustic Village, Tea House
- Prophecies: Biding Time, Bureaucracy, Flourishing Trade, Good Harvest, Great Leader, Growth, Kind Emperor, Panic, Progress, Rapid Expansion, Sickness
Level 9
Level 9 introduces split piles, Boons, Hexes, Heirlooms, Artifacts, and a variety of non-Supply piles.
- Cornucopia & Guilds: Ferryman, Footpad, Young Witch
- Dark Ages: Bandit Camp, Cultist, Death Cart, Hermit, Knights, Marauder, Pillage, Urchin
- Adventures: Page, Peasant
- Empires: Castles, Catapult/Rocks, Encampment/Plunder, Patrician/Emporium, Settlers/Bustling Village
- Nocturne: Bard, Blessed Village, Cemetery, Cursed Village, Devil's Workshop, Exorcist, Idol, Leprechaun, Pixie, Pooka, Sacred Grove, Secret Cave, Shepherd, Skulk, Tormentor, Tracker
- Renaissance: Border Guard, Flag Bearer, Swashbuckler, Treasurer
- Allies: Augurs, Clashes, Forts, Odysseys, Townsfolk
- Plunder:
- Cards: Shaman, Taskmaster
- Event: Journey
- Rising Sun Prophecy: Approaching Army
- Promo: Sauna/Avanto
Level 10
Reserved for the final level are a number of complex cards and advanced mechanics such as Ways, Command variants, overpaying, and Potions.
- Alchemy: Alchemist, Apothecary, Apprentice, Familiar, Golem, Philosopher's Stone, Possession, Scrying Pool, Transmute, University, Vineyard
- Prosperity: Grand Market, Peddler
- Cornucopia & Guilds: Farrier, Herald, Horn of Plenty Infirmary, Joust, Stonemason
- Dark Ages: Band of Misfits, Rebuild
- Adventures:
- Card: Storyteller
- Event: Inheritance
- Empires:
- Cards: Crown, Enchantress, Gladiator/Fortune, Overlord, Villa
- Events: Donate, Tax
- Landmark: Mountain Pass
- Nocturne: Changeling, Druid, Fool, Necromancer, Vampire
- Renaissance Projects: Capitalism, Cathedral
- Menagerie:
- Cards: Animal Fair, Cavalry, Destrier, Fisherman, Village Green, Wayfarer
- Events: Invest, Seize the Day
- Ways: all Ways
- Allies: Wizards
- Plunder Event: Launch
- Rising Sun:
- Cards: Change, Daimyo, Riverboat
- Event: Continue
- Prophecies: Divine Wind, Enlightenment, Harsh Winter
- Promo: Black Market, Captain, Governor, Prince