Allies

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{{Infobox Set
 
{{Infobox Set
 
  |name = Allies
 
  |name = Allies
  |type = Expansion
+
  |type = Large Expansion
  
 
  |cards = 400
 
  |cards = 400
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  |randomizers = 31
 
  |randomizers = 31
 
  |othercards = 23 Ally cards
 
  |othercards = 23 Ally cards
  |mats = 6 Favors mats
+
  |mats = 6 <span class="card-popup">[[Favor|Favors mats]]<span class="noprint">[[File:Favors_mat.jpg|240px|link=]]</span></span>
  |tokens = 35 Coin tokens
+
  |tokens = 35 [[Coin token]]s
 
  |coverartist = [[Lorraine Schleter]]
 
  |coverartist = [[Lorraine Schleter]]
  |release = March 10, 2022
+
  |release = March 9, 2022
 
  |theme = * [[Ally|Allies]]
 
  |theme = * [[Ally|Allies]]
* Rotating [[Split pile|split piles]]
+
* Rotating [[Split pile]]s
 
* Choices between different effects
 
* Choices between different effects
 
* Recursion
 
* Recursion
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}}
 
}}
  
'''Allies''' is the fourteenth [[expansion]] to Dominion. It introduces [[Favor]]s—tokens whose effect depends on an [[Ally]] card chosen at the beginning of the game—and revisits [[split pile]]s, last seen in {{Set|Empires}}.  
+
'''Allies''' is the 14th [[Expansions|expansion]] to [[Dominion]]. It introduces [[Favor]]s—tokens whose effect depends on an [[Ally]] card chosen at the beginning of the game—and revisits [[split pile]]s, last seen in {{Set|Empires}}.  
  
 
== Contents ==
 
== Contents ==
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* {{Cost|5}} {{Card|Sorceress}}, {{Card|Sunken Treasure}}, {{card|Elder}}, {{Card|Sorcerer}}, {{Card|Hill Fort}}, {{Card|Warlord}}
 
* {{Cost|5}} {{Card|Sorceress}}, {{Card|Sunken Treasure}}, {{card|Elder}}, {{Card|Sorcerer}}, {{Card|Hill Fort}}, {{Card|Warlord}}
 
* {{Cost|6}} {{Card|Sibyl}}, {{Card|Distant Shore}}, {{Card|Lich}}, {{Card|Stronghold}}, {{Card|Territory}}
 
* {{Cost|6}} {{Card|Sibyl}}, {{Card|Distant Shore}}, {{Card|Lich}}, {{Card|Stronghold}}, {{Card|Territory}}
 
+
<p></p>
=== Additional materials ===
+
=== [[Ally|Allies]] ===
====[[Ally|Allies]]====
+
{| style="margin-left:0em;"
 +
| 23 cards, 1 of each:
 
* {{Ally|Architects' Guild}}
 
* {{Ally|Architects' Guild}}
 
* {{Ally|Band of Nomads}}
 
* {{Ally|Band of Nomads}}
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* {{Ally|Forest Dwellers}}
 
* {{Ally|Forest Dwellers}}
 
* {{Ally|Gang of Pickpockets}}
 
* {{Ally|Gang of Pickpockets}}
 +
|width="190px"|&nbsp;<!--spacer-column-->
 +
| &nbsp;
 
* {{Ally|Island Folk}}
 
* {{Ally|Island Folk}}
 
* {{Ally|League of Bankers}}
 
* {{Ally|League of Bankers}}
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* {{Ally|Trappers' Lodge}}
 
* {{Ally|Trappers' Lodge}}
 
* {{Ally|Woodworkers' Guild}}
 
* {{Ally|Woodworkers' Guild}}
 +
&nbsp;
 +
|}
 +
 +
=== Additional materials ===
 +
'''Mats'''
 +
* 6 <span class="card-popup">[[Favor|Favors player mats]]<span class="noprint">[[File:Favors_mat.jpg|360px|link=]]</span></span>
 +
'''Tokens'''
 +
* <p>35 [[Coin token]]s</p>
 +
== Additional rules ==
 +
 +
=== Allies ===
 +
''See the [[Ally#Official_Rules|Ally page.]]''
 +
 +
=== Split piles ===
 +
''See the [[Split_pile#Allies|Split pile page.]]''
 +
 +
=== Durations ===
 +
Allies has some [[Duration]] cards.
 +
{{:Duration}}.
  
 
== Flavor text ==
 
== Flavor text ==
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=== [[Wizard]]s ===
 
=== [[Wizard]]s ===
 
{{CardImage|Student}}{{CardImage|Conjurer}}{{CardImage|Sorcerer}}{{CardImage|Lich}}
 
{{CardImage|Student}}{{CardImage|Conjurer}}{{CardImage|Sorcerer}}{{CardImage|Lich}}
=== Allies ===
+
=== [[Ally|Allies]] ===
 
{{LandscapeImage|Architects' Guild}}{{LandscapeImage|Band of Nomads}}{{LandscapeImage|Cave Dwellers}}{{LandscapeImage|Circle of Witches}}{{LandscapeImage|City-state}}{{LandscapeImage|Coastal Haven}}{{LandscapeImage|Crafters' Guild}}{{LandscapeImage|Desert Guides}}{{LandscapeImage|Family of Inventors}}{{LandscapeImage|Fellowship of Scribes}}{{LandscapeImage|Forest Dwellers}}{{LandscapeImage|Gang of Pickpockets}}{{LandscapeImage|Island Folk}}{{LandscapeImage|League of Bankers}}{{LandscapeImage|League of Shopkeepers}}{{LandscapeImage|Market Towns}}{{LandscapeImage|Mountain Folk}}{{LandscapeImage|Order of Astrologers}}{{LandscapeImage|Order of Masons}}{{LandscapeImage|Peaceful Cult}}{{LandscapeImage|Plateau Shepherds}}{{LandscapeImage|Trappers' Lodge}}{{LandscapeImage|Woodworkers' Guild}}
 
{{LandscapeImage|Architects' Guild}}{{LandscapeImage|Band of Nomads}}{{LandscapeImage|Cave Dwellers}}{{LandscapeImage|Circle of Witches}}{{LandscapeImage|City-state}}{{LandscapeImage|Coastal Haven}}{{LandscapeImage|Crafters' Guild}}{{LandscapeImage|Desert Guides}}{{LandscapeImage|Family of Inventors}}{{LandscapeImage|Fellowship of Scribes}}{{LandscapeImage|Forest Dwellers}}{{LandscapeImage|Gang of Pickpockets}}{{LandscapeImage|Island Folk}}{{LandscapeImage|League of Bankers}}{{LandscapeImage|League of Shopkeepers}}{{LandscapeImage|Market Towns}}{{LandscapeImage|Mountain Folk}}{{LandscapeImage|Order of Astrologers}}{{LandscapeImage|Order of Masons}}{{LandscapeImage|Peaceful Cult}}{{LandscapeImage|Plateau Shepherds}}{{LandscapeImage|Trappers' Lodge}}{{LandscapeImage|Woodworkers' Guild}}
 
== Release ==
 
The online implementations at [http://dominion.games Dominion Online] by Shuffle iT and on Steam by [[Temple Gates Games]] (currently in early access) were released on Wednesday, March 9, 2022. The release date for physical copies is expected to be around then. (Latest update: March 4, 2022)
 
  
 
== Trivia ==
 
== Trivia ==
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=== In other languages ===
 
=== In other languages ===
 
* Dutch (release March 16, 2022): Bondgenoten
 
* Dutch (release March 16, 2022): Bondgenoten
* German (release announced for March 2022): Verbündete
+
* German (release March 28, 2022): Verbündete
 
* Japanese (release announced for 2022 or later): 同盟
 
* Japanese (release announced for 2022 or later): 同盟
 
* Korean (release announced for 2022): 도미니언: 굳건한 동맹
 
* Korean (release announced for 2022): 도미니언: 굳건한 동맹
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Natalie only tested with me for so long. Matt Engel pushed playtesting on Tabletop Simulator, and we did some of that. Eventually dominion.games started adding cards in a secret version, so some people got some playtesting in there. And one day I knew enough vaccinated people that game nights resumed, hooray. And we went back to restaurants, but I still walk into the street to avoid people on the sidewalk. That part had a certain charm, I don't know what to tell you.
 
Natalie only tested with me for so long. Matt Engel pushed playtesting on Tabletop Simulator, and we did some of that. Eventually dominion.games started adding cards in a secret version, so some people got some playtesting in there. And one day I knew enough vaccinated people that game nights resumed, hooray. And we went back to restaurants, but I still walk into the street to avoid people on the sidewalk. That part had a certain charm, I don't know what to tell you.
 
'''* On to the cards! *
 
'''
 
 
Augurs: The first split pile. It sold the concept; the pile was fun. Herb Gatherer was very briefly a choose-two. Acolyte was briefly a Lookout variant where you draw the cards, ala an Adventures outtake; then for a long time it was the final card but with the upgrading removed, when I removed it everywhere else. Sorceress had its wording messed with but stayed basically the same. There was a big choose-two where Sibyl is, but it almost immediately became the final Sibyl.
 
 
Barbarian: An outtake from Dark Ages! Some guys from dominionstrategy.com briefly playtested Dark Ages (theory, rrenaud, and Captain Frisk, hey guys), and were aghast at how easy it was to lose a Duchy. I decided to scale back the quantity of Duchy-trashing, and took this card out. It was the same except it gave out a Ruins instead of a Curse. Well, I always liked it, and here it is at last. It also tried out for the Clashes pile, but I preferred it as its own pile.
 
 
Bauble: Didn't change, but did try out for being the top card of a split pile.
 
 
Broker: An old idea, finally realized with help from Favors. It seemed like it could get a wording that just explained the "once per $1 the trashed card costs" bit once and then listed the bonuses, "+1 Action; +1 Card; +$1; +1 Favor." But after confusing people, in the end it got a fully spelled out list of options.
 
 
Capital City: Originally you played a card, and got +1 Card per +$1 it gave you, and +$1 per +1 Card it gave you. There are some tricky things here, but also some combos where it goes nuts. Letting you pay $ for Cards and Cards for $ is kind of similar without those combos and without being a Throne Room. I had other Throne Rooms. It was "up to 3" before I locked it in at "2."
 
 
Carpenter: An outtake from Empires, sans the +1 Action. The +1 Action helps! Started out here in a split pile.
 
 
Clashes: Battle Plan and Territory started out like they ended, though I tried Territory counting Attack cards too (it's just not as interesting). Archer and Warlord swapped places some (with their resources changing), and Warlord tried different ways of punishing repetition. For a while it made you trash cards you gained that were copies of cards you had in play, but this is problematic and also didn't do much. And originally it gave +$3 next turn.
 
 
Contract: Originally you could play an Action from your hand. Saving it for next turn was more interesting, and something I could do with a Treasure-Duration. A Treasure-Duration! At one point the set had five of them.
 
 
Courier: Originally you discarded 3 cards, then played something from your discard pile. This was nuts. You just desperately want all of the Couriers. Kevin White demonstrated this, and I scaled it back.
 
 
Emissary: Initially this had no +Favors on it. It got +1 Favor because it spiced up the card a little; a while later that bumped up to +2 Favors because some Allies cost more than one Favor and they were sure hard to make do anything with Emissary.
 
 
Forts: Tent started as its own pile. Actually it goes back to Hinterlands, where it seemed strong. With the wisdom of my years I felt like probably it wasn't really. Then it went into a split pile because well you sure don't need ten of these. Before Garrison, versions of Royal Galley were here, plus a reaction you could play when an Action gave you +$2 or more. Garrison started out as its own pile, making +$2 and +1 Buy this turn (for $5). Then it made +$ next turn instead of +Cards, and after a while left due to having too many +Buy cards. It tried again as a treasure and then here it is. It removes the tokens so that it doesn't multiply if you have two of them. The third slot tried a few Remodels before getting to Hill Fort. The first version of Hill Fort gave +3 Cards at end of turn when trashed; a fine ability for something, but not too relevant here. And there was a Moat, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving +$ this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up +$4 this turn or +4 Cards next turn. I mean +$3 this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting 2 VP. It's nice to have VP on some of the bottom cards for the split piles, since sometimes you don't see them for a while.
 
 
Galleria: Matt thought this could also work on $2's, but that always sounded scary and there was always something else I needed to test more. So, went unchanged.
 
 
Guildmaster: One of the later Liaisons; just trying to get in another way to get Favors. Printed like it started, though I considered limiting it to e.g. "when you gain a card costing $3 or more."
 
 
Highwayman: I messed with the language, but this is what it always did. Playing into the recursion theme by being Duration draw you can play every turn.
 
 
Hunter: An idea Matt suggested for Intrigue 2E. There it seemed strong. Here I tried an even stronger version - a village - but quickly scaled it back.
 
 
Importer: This started in the Odyssey pile. It could gain an Odyssey card (crazy), or next turn gain a $5, or discard a Silver for a this-turn $5. I cut the Silver part and the crazy part, and messed around with it, then wanted it as its own pile. Matt suggested the setup, which is of course the focus of the card now. Initially that version had a cantrip option on top, then a "+1 Action +1 Favor" option. You only picked it when you couldn't otherwise play the Importer, and it's so much cleaner to not have the extra option.
 
 
Innkeeper: Initially the choice was just between cantrip or Warehouse. It wasn't phrased as a choose-one either, it was cantrip, "You may: +2 Cards, then discard 3 cards." I turned it into a choose-one to work with Elder, then added the draw 5 / discard 6 option to spice it up. It was a concern, was that too generous, was it too slow.
 
 
Marquis: Started out in a split pile. It was too hard to get to, we just weren't seeing it much. It wasn't great to only have 4 of either. The premise was a card where you discard down to a hand size; it felt like I could get away with Madman here. For a bit it tried also doubling Buys.
 
 
Merchant Camp: The first of the new batch of cards that survived into the set. It's an old premise, having tried out for ancient sets in other shapes. Here it is working fine. I strongly considered giving it a type and a color, to help you remember that it does something when you discard it from play. In the end, I felt like it was a great move, except that all those earlier cards (Treasury etc.) wouldn't have the new color for most people, even if future printings added it.
 
 
Modify: Multiple Remodels tried out for the set. I hit on this one to play into the choose-one sub-theme, then was enamored with it and made Hill Fort as another "do a thing, then choose something that relates" card.
 
 
Odysseys: The first card was initially Importer (called Provisioner). Then it was a duration version of Old Map - cantrip, next turn draw/discard (with an option to trash Odyssey cards from the Supply). Matt suggested having this be the multicolor pile - each card a different color. So I tried some blue Old Maps, but the one I liked ending up being a straight Action. The second card started as a cool thing that became its own pile and then left the set, bound for the future. Then briefly it was Fugitive with a recursion clause, and then it got Voyage from the Wizards pile. Cade suggested the "from your hand" wording, which was crucial for e.g. not stranding cards that Golem hits. The third card was initially a Remodel with +2 Cards in front of it and "discard 2 cards" after it. An old concept, tried years ago. You know this time it didn't exactly fail, it just didn't want to be in the pile and then there was no home for it. I folowed it with a treasure that cared how many types you had in play, then "gain an Action card from a pile that isn't full," then the final card. And then the last card in the pile started out as a token-based variation on Stronghold - 4 tokens, remove some this turn for +$, the rest next turn for +Cards. The tokens weren't necessary, I could just fix the amounts. But you know, did that elsewhere. Here I was looking for a green card for that multicolor theme. I tried Miller with VP based on how many treasures you had, then a thing that gave $ based on the cost of a discarded card, and finally the final card. Hooray, we made it there.
 
 
Royal Galley: This card started out in Seaside. It didn't have +1 Card then, which makes all the difference. I tried a version here which gave +$2 next turn, then Matt suggested making it +1 Card this turn instead. Originally it looked for the card being discarded from play, the classic trick to catch Durations and one-shots and things; Stef suggested setting the card aside immediately, with "non-Duration" to rule those out.
 
 
Sentinel: It trashes from your next hand. Showed up midway through work on the set, when I needed more trashing; didn't change.
 
 
Skirmisher: Didn't change.
 
 
Specialist: Another card cashing in on the Modify premise. Didn't change.
 
 
Swap: Initially I tried "exchange" on it, and also trashing the card rather than returning it. I also tried not having the cost limit. It quickly settled into the card we know and love.
 
 
Sycophant: Initially this had no when-gain/trash; "+1 Action, +$3, discard 3 cards." A little bit of Vaulting, with an extra reward if you had ditched your other cards. It quickly got the when-gain/trash and for a while seemed fine. One day online tester JNails noticed that it could be nuts with a few of the Allies - League of Shopkeepers especially. You just buy nothing but Sycophants and Provinces. So I had to scale it back to requiring at least one card discarded.
 
 
Town: This was a Menagerie outtake. The original idea was to make a village pile that was 20 cards, but with no mechanic that pushed it being 20 cards; just, in multiplayer games, yeeha, there are plenty of villages. This was a stand-out for that, and was a fine card, but each set only has so much space. Here it fits in with the mild choose-one theme. And there are just ten because well, just put out two village piles for multiplayer if you want.
 
 
Townsfolk: For a bit the pile had a Mafia theme - it was Vigilante, Miller, Town Doctor, Elder. The Vigilante trashed a Townsfolk from the supply, only they were called Townies. The first version though had a Town Crier, without the cantrip option and with "gain a Townie" instead. Blacksmith never changed (but at first was called Miller). A few cards tried out for the 3rd slot. There was a Silversmith that gave bonuses for Silvers in hand; there was a Town Doctor that triggered on trashing cards, to get them back. There were cards that gave you +Cards or +$ based on how many cards you had in play, or how many differently named cards. There was a cantrip that drew other Townsfolk from your top 4 cards. Miller is an old old card, a version of it predates there being expansions. This shape seemed the right one and worked out. Elder initially gave +1 Action and affected the rest of the turn; this was too much.
 
 
Underling: The first card to give Favors. It never changed (except, it was called Poet).
 
 
Wizards: Student originally either trashed or drew your top card. Then it got the topdecking, but initially only triggered on Copper. That changed just to give you a little leeway if you really wanted more Favors. The Conjurer slot was another kind of Workshop, then Voyage, then the surviving card (though with an upgrading bit for a while still). Sorcerer went back and forth on being cumulative or not (via having them discard the card). In the end, not cumulative. Lich started out as a way to get all these upgrading split pile cards. It was played to gain cards from the trash, then that moved to a when-trash ability, and the top got "draw your deck, skip your next turn." Would you believe, that was overpowered. But someone has to try these things, and it might as well be me. The bottom was also broken, it put Lich into your hand when trashed and you could go nuts with various trash-for-benefit cards. The scaled back beast still looks scary.
 
 
'''* Allies *
 
'''
 
 
Architects' Guild: There were multiple gainers besides Crafters' Guild, some of them Remodels. Some were in the file for a while, some just briefly tested. I eventually settled on two, with the name Architects' Guild on this one. Originally it didn't say non-Victory; it always seems worth trying, but.
 
 
Band of Nomads: Originally it gave Buys at the start of the Buy phase. It's friendlier to let you use them mid-Buy-phase, but wait, needs to not loop with Guildmaster. It was always clearly the dud but clearly going to survive; it was such a basic thing, +Buy tokens, they'd gotten a whole mat in Renaissance at one point. It's just that some games there was another +Buy and well that card could often out-compete the Liaison. Then I was messing with what Woodworkers' Guild would be and had this idea for it, only it was basically the +Buy token thing I already had only better. And that was good so here it is. And then the cost limit stops Guildmaster shenanigans.
 
 
Cave Dwellers: Originally you did all the discarding at once, then all the drawing; now you get to discard/draw, then see if you want to do it again.
 
 
Circle of Witches: How about adding abilities to Liaisons? Well a lot of that has been done already via Adventures tokens, but here's turning them into Witches. Unchanged.
 
 
City-state: Originally just one Favor, which was nuts. Also it had the wording where you set aside the card, and check if you did. That went away with a rules change: now you can't play a card you can't find (though you can replay it, meaning Thrones on Horses still work).
 
 
Coastal Haven: The wording changed a lot while the functionality stayed basically the same. You were setting aside cards and getting them back; now they just stay in your hand.
 
 
Crafters' Guild: This drew a lot of worry and tweaking. The first version was one Favor for a $2, two Favors for a $4. That quickly shifted to just two Favors for a $4. For a while it was there, looking reasonable to me. It drew complaints, and I considered lots of different versions, that messed with the timing to try to make it more exciting. Like, triggering when drawing a card - you draw the card you're gaining. That was tricky, and for simplicity I scaled it back to just the original Workshop, but now onto your deck.
 
 
Desert Guides: Unchanged, though at one point attention focused on it.
 
 
Family of Inventors: How about putting tokens on piles? It's non-Victory both due to how it would play without that, and due to Trade Route, which puts tokens on Victory piles. Crazy but unchanged.
 
 
Fellowship of Scribes: Unchanged. The Allies tried to get in Villagers/Coffers/Horses in tweaked forms, as basic things to do with tokens. This is the Horse.
 
 
Forest Dwellers: Briefly I had Scout - look at the top 4, take the Victory cards. I switched it to this, which went the distance.
 
 
Gang of Pickpockets: I tested this early on, as "if you have 5+ cards in hand, discard one unless you spend a Favor." I wasn't thrilled in its one or so games and cut it. Later I thought of it again and tweaked it to "discard down to 4." This time I liked it, go figure.
 
 
Island Folk: Unchanged. The cost is hemmed in by Importer; to cost 6 Favors, Importer would have had to make +5.
 
 
League of Bankers: Why make you spend the tokens? Unchanged.
 
 
League of Shopkeepers: Cashing in on the "why spend tokens" of League of Bankers, and the "make the Liaisons do things" idea of Circle of Witches. Unchanged.
 
 
Market Towns: Unchanged.
 
 
Mountain Folk: Unchanged. Early on I thought, just use one Favor token at a time, but once I gave up on that, why not have some really expensive ones.
 
 
Order of Astrologers: Unchanged, although the rules changed to support it better. Now we let you look at the cards you're about to draw while deciding, which some people felt was absolutely essential, to the cores of their beings. And the same for Star Chart of course.
 
 
Order of Masons: This started out as a Reserve card. Reserve cards overlapped too much with Favors, so it turned into an Ally. Mostly it had you set aside exactly two cards per Favor, but my heart softened, and now it's "up to" two per.
 
 
Peaceful Cult: Originally it trashed at start of turn. The change was mostly to make it a little more different, but of course also makes it stronger.
 
 
Plateau Shepherds: Unchanged. The Landmark Ally.
 
 
Trappers' Lodge: Unchanged. That's at least a dozen unchanged Allies.
 
 
Woodworkers' Guild: The other slot that many Workshops/Remodels tried out for. This one, directly playing off of Advance, just did more in the games we played with it than the others did.
 
  
 
'''* Outtakes *
 
'''* Outtakes *
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|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.0 The Secret History of Dominion: Allies]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.0 The Secret History of Dominion: Allies]
 
}}
 
}}
 +
 
== Recommended sets of 10 ==
 
== Recommended sets of 10 ==
 
=== Allies only ===
 
=== Allies only ===
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{{Kingdom|Broker|Capital City|Galleria|Odysseys|Sycophant|Gardens|Harbinger|Market|Remodel|Vassal|ally=Crafters' Guild|imgwidth = 150|title=Allies for Beginners}}
 
{{Kingdom|Broker|Capital City|Galleria|Odysseys|Sycophant|Gardens|Harbinger|Market|Remodel|Vassal|ally=Crafters' Guild|imgwidth = 150|title=Allies for Beginners}}
 
{{Kingdom|Clashes|Emissary|Guildmaster|Royal Galley|Town|Bandit|Laboratory|Merchant|Moat|Moneylender|ally=League of Shopkeepers|imgwidth = 150|title=Warring Shopkeepers}}
 
{{Kingdom|Clashes|Emissary|Guildmaster|Royal Galley|Town|Bandit|Laboratory|Merchant|Moat|Moneylender|ally=League of Shopkeepers|imgwidth = 150|title=Warring Shopkeepers}}
 +
 
=== Allies & [[Intrigue]] ===
 
=== Allies & [[Intrigue]] ===
 
{{Kingdom|Broker|Contract|Courier|Hunter|Townsfolk|Courtier|Lurker|Nobles|Secret Passage|Steward|ally=Circle of Witches|imgwidth = 150|title=Dark Dealings}}
 
{{Kingdom|Broker|Contract|Courier|Hunter|Townsfolk|Courtier|Lurker|Nobles|Secret Passage|Steward|ally=Circle of Witches|imgwidth = 150|title=Dark Dealings}}
 
{{Kingdom|Innkeeper|Merchant Camp|Swap|Underling|Wizards|Baron|Conspirator|Patrol|Pawn|Replace|ally=Plateau Shepherds|imgwidth = 150|title=Pawns and Underlings}}
 
{{Kingdom|Innkeeper|Merchant Camp|Swap|Underling|Wizards|Baron|Conspirator|Patrol|Pawn|Replace|ally=Plateau Shepherds|imgwidth = 150|title=Pawns and Underlings}}
 +
 
=== Allies & [[Seaside]] ===
 
=== Allies & [[Seaside]] ===
{{Kingdom|Guildmaster|Highwayman|Odysseys|Royal Galley|Sentinel|Cutpurse|Native Village|Smugglers|Tactician|Warehouse|ally=Cave Dwellers|imgwidth = 150|title=Forward Thinking}}
+
{{Kingdom|Cutpurse|Native Village|Sea Witch|Tactician|Warehouse|Guildmaster|Highwayman|Odysseys|Royal Galley|Sentinel|ally=Cave Dwellers|imgwidth=150|title=Forward Thinking}}
{{Kingdom|Emissary|Forts|Marquis|Swap|Town|Haven|Lookout|Outpost|Treasure Map|Treasury|ally=Market Towns|imgwidth = 150|title=Treasure Hunt}}
+
{{Kingdom|Haven|Lookout|Outpost|Treasure Map|Treasury|Emissary|Forts|Marquis|Swap|Town|ally=Market Towns|imgwidth = 150|title=Treasure Hunt}}
 +
 
 
=== Allies & [[Alchemy]] ===
 
=== Allies & [[Alchemy]] ===
 
{{Kingdom|Barbarian|Galleria|Importer|Merchant Camp|Modify|Wizards|Alchemist|Apprentice|Golem|Scrying Pool|ally=Coastal Haven|imgwidth = 150|title=Recursion}}
 
{{Kingdom|Barbarian|Galleria|Importer|Merchant Camp|Modify|Wizards|Alchemist|Apprentice|Golem|Scrying Pool|ally=Coastal Haven|imgwidth = 150|title=Recursion}}
 +
 
=== Allies & [[Prosperity]] ===
 
=== Allies & [[Prosperity]] ===
{{Kingdom|Augurs|Bauble|Capital City|Carpenter|Importer|Expand|King's Court|Quarry|Rabble|Talisman|ally=Family of Inventors|colony = 1|imgwidth = 150|title=Inventing Mania}}
+
{{Kingdom|Augurs|Bauble|Capital City|Carpenter|Importer|Anvil|Expand|King's Court|Quarry|Rabble|ally=Family of Inventors|colony = 1|imgwidth = 150|title=Inventing Mania}}
{{Kingdom|Broker|Marquis|Odysseys|Sycophant|Town|Bank|City|Mint|Trade Route|Vault|ally=League of Bankers|colony = 1|imgwidth = 150|title=Bank of Toadies}}
+
{{Kingdom|Broker|Marquis|Odysseys|Sycophant|Town|Bank|City|Clerk|Investment|Vault|ally=League of Bankers|colony = 1|imgwidth = 150|title=Bank of Toadies}}
 +
 
 
=== Allies & [[Cornucopia]]/[[Guilds]] ===
 
=== Allies & [[Cornucopia]]/[[Guilds]] ===
 
{{Kingdom|Clashes|Contract|Forts|Galleria|Sentinel|Advisor|Fairgrounds|Hunting Party|Menagerie|Plaza|ally=Woodworkers' Guild|imgwidth = 150|title=Huge Collections}}
 
{{Kingdom|Clashes|Contract|Forts|Galleria|Sentinel|Advisor|Fairgrounds|Hunting Party|Menagerie|Plaza|ally=Woodworkers' Guild|imgwidth = 150|title=Huge Collections}}
 
{{Kingdom|Augurs|Emissary|Innkeeper|Royal Galley|Sentinel|Baker|Candlestick Maker|Farming Village|Jester|Journeyman|ally=Forest Dwellers|imgwidth = 150|title=Forest Scouts}}
 
{{Kingdom|Augurs|Emissary|Innkeeper|Royal Galley|Sentinel|Baker|Candlestick Maker|Farming Village|Jester|Journeyman|ally=Forest Dwellers|imgwidth = 150|title=Forest Scouts}}
 +
 
=== Allies & [[Hinterlands]] ===
 
=== Allies & [[Hinterlands]] ===
{{Kingdom|Bauble|Capital City|Carpenter|Contract|Innkeeper|Farmland|Haggler|Jack of All Trades|Margrave|Tunnel|ally=Fellowship of Scribes|imgwidth = 150|title=Longest Tunnel}}
+
{{Kingdom|Bauble|Capital City|Carpenter|Contract|Innkeeper|Haggler|Jack of All Trades|Margrave|Trail|Tunnel|ally=Fellowship of Scribes|imgwidth = 150|title=Longest Tunnel}}
 
{{Kingdom|Barbarian|Highwayman|Specialist|Townsfolk|Underling|Border Village|Crossroads|Highway|Inn|Spice Merchant|ally=Order of Masons|imgwidth = 150|title=Expertise}}
 
{{Kingdom|Barbarian|Highwayman|Specialist|Townsfolk|Underling|Border Village|Crossroads|Highway|Inn|Spice Merchant|ally=Order of Masons|imgwidth = 150|title=Expertise}}
 +
 
=== Allies & [[Dark Ages]] ===
 
=== Allies & [[Dark Ages]] ===
{{Kingdom|Barbarian|Broker|Contract|Highwayman|Wizards|Bandit Camp|Beggar|Forager|Graverobber|Poor House|ally=Cave Dwellers|shelters = 1|imgwidth = 150|title=Grave Matters}}
+
{{Kingdom|Barbarian|Broker|Contract|Highwayman|Wizards|Bandit Camp|Beggar|Forager|Graverobber|Poor House|ally=Cave Dwellers|shelters = 1|imgwidth = 150|title=Grave Business}}
 
{{Kingdom|Emissary|Importer|Skirmisher|Swap|Townsfolk|Count|Death Cart|Knights|Rats|Squire|ally=Desert Guides|shelters = 1|imgwidth = 150|title=Rat Traders}}
 
{{Kingdom|Emissary|Importer|Skirmisher|Swap|Townsfolk|Count|Death Cart|Knights|Rats|Squire|ally=Desert Guides|shelters = 1|imgwidth = 150|title=Rat Traders}}
  
Line 325: Line 238:
 
{{Kingdom|Augurs|Bauble|Innkeeper|Modify|Specialist|Artificer|Duplicate|Lost City|Miser|Treasure Trove|ally=Gang of Pickpockets|event1=Mission|imgwidth = 150|title=Adventures in Pickpocketing}}
 
{{Kingdom|Augurs|Bauble|Innkeeper|Modify|Specialist|Artificer|Duplicate|Lost City|Miser|Treasure Trove|ally=Gang of Pickpockets|event1=Mission|imgwidth = 150|title=Adventures in Pickpocketing}}
 
{{Kingdom|Forts|Marquis|Sentinel|Skirmisher|Sycophant|Caravan Guard|Gear|Haunted Woods|Port|Transmogrify|ally=Market Towns|event1=Seaway|imgwidth = 150|title=Future Perfect}}
 
{{Kingdom|Forts|Marquis|Sentinel|Skirmisher|Sycophant|Caravan Guard|Gear|Haunted Woods|Port|Transmogrify|ally=Market Towns|event1=Seaway|imgwidth = 150|title=Future Perfect}}
 +
 
=== Allies & [[Empires]] ===
 
=== Allies & [[Empires]] ===
 
{{Kingdom|Contract|Forts|Specialist|Swap|Sycophant|City Quarter|Enchantress|Farmers' Market|Settlers|Wild Hunt|ally=Island Folk|landmark1=Orchard|imgwidth = 150|title=Island Empire}}
 
{{Kingdom|Contract|Forts|Specialist|Swap|Sycophant|City Quarter|Enchantress|Farmers' Market|Settlers|Wild Hunt|ally=Island Folk|landmark1=Orchard|imgwidth = 150|title=Island Empire}}
 
{{Kingdom|Capital City|Carpenter|Clashes|Hunter|Importer|Castles|Catapult|Charm|Crown|Patrician|ally=Trappers' Lodge|landmark1=Triumph|imgwidth = 150|title=Castle Wars}}
 
{{Kingdom|Capital City|Carpenter|Clashes|Hunter|Importer|Castles|Catapult|Charm|Crown|Patrician|ally=Trappers' Lodge|landmark1=Triumph|imgwidth = 150|title=Castle Wars}}
 +
 
=== Allies & [[Nocturne]] ===
 
=== Allies & [[Nocturne]] ===
 
{{Kingdom|Augurs|Bauble|Carpenter|Hunter|Sycophant|Conclave|Den of Sin|Faithful Hound|Idol|Necromancer|ally=Peaceful Cult|imgwidth = 150|title=Love and Death}}
 
{{Kingdom|Augurs|Bauble|Carpenter|Hunter|Sycophant|Conclave|Den of Sin|Faithful Hound|Idol|Necromancer|ally=Peaceful Cult|imgwidth = 150|title=Love and Death}}
 
{{Kingdom|Wizards|Swap|Royal Galley|Courier|Hunter|Blessed Village|Leprechaun|Skulk|Tormentor|Tracker|ally=Woodworkers' Guild|imgwidth = 150|title=Play it Again Sam}}
 
{{Kingdom|Wizards|Swap|Royal Galley|Courier|Hunter|Blessed Village|Leprechaun|Skulk|Tormentor|Tracker|ally=Woodworkers' Guild|imgwidth = 150|title=Play it Again Sam}}
 +
 
=== Allies & [[Renaissance]] ===
 
=== Allies & [[Renaissance]] ===
 
{{Kingdom|Courier|Importer|Modify|Townsfolk|Wizards|Experiment|Mountain Village|Patron|Spices|Treasurer|ally=Band of Nomads|project1=Exploration|imgwidth = 150|title=Production Line}}
 
{{Kingdom|Courier|Importer|Modify|Townsfolk|Wizards|Experiment|Mountain Village|Patron|Spices|Treasurer|ally=Band of Nomads|project1=Exploration|imgwidth = 150|title=Production Line}}
 
{{Kingdom|Capital City|Galleria|Odysseys|Specialist|Underling|Acting Troupe|Inventor|Old Witch|Research|Villain|ally=Fellowship of Scribes|project1 = Sinister Plot|imgwidth = 150|title=Age of Scribes}}
 
{{Kingdom|Capital City|Galleria|Odysseys|Specialist|Underling|Acting Troupe|Inventor|Old Witch|Research|Villain|ally=Fellowship of Scribes|project1 = Sinister Plot|imgwidth = 150|title=Age of Scribes}}
 +
 
=== Allies & [[Menagerie (expansion)|Menagerie]] ===
 
=== Allies & [[Menagerie (expansion)|Menagerie]] ===
{{Kingdom|Barbarian|Marquis|Merchant Camp|Town|Wizards|Animal Fair|Black Cat|Bounty Hunter|Hostelry|Hunting Lodge|ally=Fellowship of Scribes|way1=Way of the Owl|imgwidth = 150|title=Wise Owls}}
+
{{Kingdom|Barbarian|Marquis|Merchant Camp|Town|Wizards|Animal Fair|Black Cat|Bounty Hunter|Hostelry|Hunting Lodge|ally=Architects' Guild|way1=Way of the Owl|imgwidth = 150|title=Wise Owls}}
 
{{Kingdom|Broker|Courier|Forts|Guildmaster|Skirmisher|Barge|Coven|Scrap|Snowy Village|Supplies|ally=Mountain Folk|event1=Toil|imgwidth = 150|title=Mountain Kings}}
 
{{Kingdom|Broker|Courier|Forts|Guildmaster|Skirmisher|Barge|Coven|Scrap|Snowy Village|Supplies|ally=Mountain Folk|event1=Toil|imgwidth = 150|title=Mountain Kings}}
 +
 +
=== Allies & [[Plunder (expansion)|Plunder]] ===
 +
{{Kingdom|Broker|Forts|Innkeeper|Modify|Sycophant|Crew|Flagship|Harbor Village|Sack of Loot|Shaman|ally=Cave Dwellers|trait1=Fawning|traitfor=Sycophant|imgwidth = 150|title = Shipmates}}
 +
{{Kingdom|Courier|Highwayman|Merchant Camp|Odysseys|Skirmisher|Abundance|Buried Treasure|King's Cache|Landing Party|Maroon|event1=Bury|trait1=Shy|traitfor=Merchant Camp|imgwidth = 150|title = Buried and Sunk}}
  
 
{{Navbox Allies}}
 
{{Navbox Allies}}
 
{{Navbox expansions}}
 
{{Navbox expansions}}

Latest revision as of 14:37, 11 October 2023

This article is about the expansion. For the type of card-shaped thing used in the expansion, see Ally.
Allies
Allies.jpg
Info
Type Large Expansion
Icon Allies icon.png
Cards 400
346 (31 sets)
31
Other Card(s)
23 Ally cards
Additional Material(s)  
Theme(s)
Release March 9, 2022
Cover artist Lorraine Schleter
Official Rulebook PDF

Allies is the 14th expansion to Dominion. It introduces Favors—tokens whose effect depends on an Ally card chosen at the beginning of the game—and revisits split piles, last seen in EmpiresEmpires.jpg.

Contents

[edit] Contents

[edit] Kingdom cards

There are 16 cards in each split pile (AugursAugurs.jpg, ClashesClashes.jpg, FortsForts.jpg, OdysseysOdysseys.jpg, TownsfolkTownsfolk.jpg, WizardsWizards.jpg) with 4 of each individual card and 10 copies of each of the rest:

Split pile cards (4 of each):

[edit] Allies

23 cards, 1 of each:    

 

[edit] Additional materials

Mats

Tokens

[edit] Additional rules

[edit] Allies

See the Ally page.

[edit] Split piles

See the Split pile page.

[edit] Durations

Allies has some Duration cards.

  • Duration cards are orange, and have abilities that affect future turns.
  • Duration cards are not discarded in Clean-up if they have something left to do [on a future turn]; they stay in play until the Clean-up of the last turn that they do something.
  • Additionally, if a Duration card is played extra times by a card such as [Throne RoomThrone Room.jpg, ScepterScepter.jpg, MastermindMastermind.jpg, SpecialistSpecialist.jpg or FlagshipFlagship.jpg], that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played extra times.
  • Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines.

[edit] Flavor text

It’s a celebration! People are dancing in the streets, and riding horses through the dancehalls. You’ve finally formed an alliance with the barbarians to the north. Instead of the streets running red with blood, they’ll run, well, the usual color, let’s not focus on what color the streets run. The point is, there’s peace. Sure negotiations were tricky. The barbarians are uncouth; they have no five-second rule and stick out the wrong finger when drinking tea. There are perks too though. They’ve given you skulls to drink mead out of, and spices to get rid of the skull aftertaste. And you’ve given them stuff in return: forks, mirrors, pants. It’s great for everyone. And with this treaty out of the way, you can get to work on your other neighbors. Soon, all the allies will be yours.

[edit] Cards gallery

[edit] Kingdom cards

Bauble.jpgSycophant.jpgTownsfolk.jpgAugurs.jpgClashes.jpgForts.jpgImporter.jpgMerchant Camp.jpgOdysseys.jpgSentinel.jpgUnderling.jpgWizards.jpgBroker.jpgCarpenter.jpgCourier.jpgInnkeeper.jpgRoyal Galley.jpgTown.jpgBarbarian.jpgCapital City.jpgContract.jpgEmissary.jpgGalleria.jpgGuildmaster.jpgHighwayman.jpgHunter.jpgModify.jpgSkirmisher.jpgSpecialist.jpgSwap.jpgMarquis.jpg

[edit] Augurs

Herb Gatherer.jpgAcolyte.jpgSorceress.jpgSibyl.jpg

[edit] Clashes

Battle Plan.jpgArcher.jpgWarlord.jpgTerritory.jpg

[edit] Forts

Tent.jpgGarrison.jpgHill Fort.jpgStronghold.jpg

[edit] Odysseys

Old Map.jpgVoyage.jpgSunken Treasure.jpgDistant Shore.jpg

[edit] Townsfolk

Town Crier.jpgBlacksmith.jpgMiller.jpgElder.jpg

[edit] Wizards

Student.jpgConjurer.jpgSorcerer.jpgLich.jpg

[edit] Allies

Architects' Guild.jpgBand of Nomads.jpgCave Dwellers.jpgCircle of Witches.jpgCity-state.jpgCoastal Haven.jpgCrafters' Guild.jpgDesert Guides.jpgFamily of Inventors.jpgFellowship of Scribes.jpgForest Dwellers.jpgGang of Pickpockets.jpgIsland Folk.jpgLeague of Bankers.jpgLeague of Shopkeepers.jpgMarket Towns.jpgMountain Folk.jpgOrder of Astrologers.jpgOrder of Masons.jpgPeaceful Cult.jpgPlateau Shepherds.jpgTrappers' Lodge.jpgWoodworkers' Guild.jpg

[edit] Trivia

Official box art.

[edit] In other languages

  • Dutch (release March 16, 2022): Bondgenoten
  • German (release March 28, 2022): Verbündete
  • Japanese (release announced for 2022 or later): 同盟
  • Korean (release announced for 2022): 도미니언: 굳건한 동맹

[edit] Teaser

At long last, Allies previews start Monday, and as usual I have a teaser.

Word counts:

Type counts:

  • actions - 45
  • allies - 23
  • liaisons - 9
  • durations - 9
  • attacks - 7
  • treasures - 3
  • victory cards - 3
  • reactions - 0

Miscellaneous:

[edit] Secret History

The year was 2020. Menagerie was coming out soon, and I had a lot of non-Dominion projects in motion. I was playing games with friends two nights a week. Eating in restaurants. Walking past strangers on the sidewalk without a care in the world.

When the pandemic hit, at first I just didn't work on games. I wrote some stories and novellas. Eventually my daughter Natalie started playing games with me. At the same time I typed up a few Dominion cards, in case external playtesters could somehow playtest them. One day in May I set up Dominion, which Natalie'd been resisting trying, and we played it and nothing bad happened. So after that, we played it a bunch. So I worked on an expansion! That's how they get you.

At first it was just some random cards. Ideas that we could totally test. I tried a few new VP token cards, maybe I'd revisit those (spoilers: those cards all left). I tried several new Victory cards; maybe I'd revisit that theme (I did not). And you know, just tried whatever cards I thought of. In June I tried out Favors: tokens that varied from game to game. I also tried some new Reserve cards, but Reserve cards overlapped heavily with Favors. And in July I tried a split pile with 4 different cards in it and away we go. There was also another new kind of landscape; I liked it but can only fit so much into one expansion.

The Favors / Liaisons always worked the same way. Initially nothing cost more than one Favor per use, and there wasn't anything that cared how many Favors you'd stacked up, or put them on piles. I gradually made more Liaisons and more Allies, and looked for less straightforward things they could do.

The split piles originally had a variety of mechanics to ensure that you could somehow get through the pile to the cards you wanted. Some piles had every card able to upgrade to a card from the pile, just like how Acolyte does. Two piles tried having the top card gain a card from the pile; two piles, including one of those, tried having the top card able to trash cards from its Supply pile. One pile had no trick but was all villages. In the end we have rotation. It gets you through the pile, provided that someone gets the top card. The upgrading and Lurker-ing meant we didn't get to play with cards from the piles as much, and the gaining was crazy. The first version of rotation just moved one card; then it got the word "rotate" and did what it does.

I had tons of cards. I took out a lot of cards, based mainly on what fit the set best; they are waiting around in case they get to be real boys someday. I ended up with two minor themes: choose ones and recursion. Late in the going I scrapped two split piles, which let me fit in three regular piles (which all ended up being cards from split piles), plus an ally.

Natalie only tested with me for so long. Matt Engel pushed playtesting on Tabletop Simulator, and we did some of that. Eventually dominion.games started adding cards in a secret version, so some people got some playtesting in there. And one day I knew enough vaccinated people that game nights resumed, hooray. And we went back to restaurants, but I still walk into the street to avoid people on the sidewalk. That part had a certain charm, I don't know what to tell you.

* Outtakes *

More than usual, there were cards that seemed good but which I just didn't have space for. Those stories will wait for another day, when they either make it into a set, or demonstrate that they really aren't making it.

There were a few more split piles. One pile split up into separate cards, then some got saved for the future. One pile was all treasures, and at one point all treasure-durations. It kept being impossible to make it through the pile; we liked the first card but it didn't rotate often enough. Then the first pile tried to be its own pile and turned out to be broken. It was a treasure that made $1 this turn or $2 next turn or $3 the turn after that, and so on. Man it seemed fine and fun and then it turned out, just buy them and a Woodcutter or something and let them pile up to 8 tokens. Some of the treasures that tried out for the pile may still make it out in the future, with more work. There was a villages pile; the first card was conditional which wasn't great, and then I split the pile up and worked on the cards and it doesn't feel like any survived, though Capital City is a relative of one. And there was the Crafts pile, which I dropped just because I was dropping the treasures pile and had to drop two split piles to make the numbers work out well. Plus it wasn't so clear that having 8 split piles was so great; in an all Allies game you'd frequently have 3, which is so many cards to read. But hooray, two of the cards from that pile are in the set, Carpenter and Marquis, and another is hoping to make it out someday.

Early on I tried doing more VP token cards. Some of those gave VP tokens when you gained them, and let you spend the tokens somehow. Others came with VP tokens via a formula; the effect was kind of like Triumph.

Also early, a Victory cards theme. There was a Treasure-Victory card worth VP per 5 Treasures you had. Natalie endlessly beat me up with that, as I weakened it and finally gave up on it. I also tried VP per copy of an Action card you choose, and VP per 3 Action cards you have from non-empty piles. The experience this gave was not really so fun. To go with the Victory cards, there was a card that drew all the non-Action non-Treasure cards from the top of your deck, plus one more card. There was also a new Goons, sans attack and triggering on gains.

When I tried revisiting Reserve cards, I had: call to gain to hand a copy of a Treasure you played; call when a pile empties to gain a Gold and Duchy to hand (there's a novel one); call when shuffling to not shuffle in 4 cards (turned into Order of Masons); call for +1 Card per Copper in hand (I also tried a Duration version of that one); and gain a $4 onto your mat, call to put a card from your mat into your hand (cool if Reserve cards manage to be a theme again).

The first card in the file is "Gain an Action card from a pile that isn't full." It was fun and then seemed too generous. The closest the set comes now is Sunken Treasure. Conjurer at one point was gain a $4, or a $5 if there's an empty pile. Another early card, ancient idea, was reveal your hand, +$ per type there. The set ended up generous on the types, and this card was just always nothing or crazy.

I though it would be cool to do a trasher that returned cards, but wasn't also an attack like Ambassador. Since sometimes Ambassador is interesting for the bit where it stops a pile from being empty. You know it just didn't come up enough to be worth the words. I also had an Expand that required the gained card to share a type with the trashed card. It only cost $4 and still wasn't exciting most games.

I revisited the one-card Ghost Ship. It did not have some twist to it that made it fun. I tried "reveal the top card of your deck, you may have each other player gain a copy of it." I was briefly a fan, but really you so quickly move to never attacking with it.

More random things. A Warehouse with the Merchant Camp bottom. Cantrip, with +$1 if you've gained or trashed this turn. +$2 +1 Favor, with +1 Action if it was your first play. There's still a certain mild charm there. +1 Action +$1, play up to 3 treasures, may buy a card to hand. A 2006 concept trying its luck again. One of the Town Doctors tried out for its own pile: a Salvager with +1 Action, that you could discard when trashing an action or treasure to gain it back. For the recursion theme, I tried a Smithy that you put into your hand next turn if you could reveal a Gold. Then it was a Smithy that went into your hand or onto your deck when you gained a Treasure.

Allies that did not make it included: versions of Pearl Diver and Scout; that Expand limited by type thing; when you gain a card, exchange it for one costing $1 more (popular but confusing, then I tried lots of wordings to preserve the concept); spend X favors to gain a card to your hand costing $X (Matt's suggestion); when you get +1 of something, get another +1 of it; when playing an Action, get +$3 instead of following its instructions (it's Way of the Sheep only bigger, and well, we already have Way of the Sheep); Scheme for cards with just one type (it had to be weaker than Scheme somehow, so that Underling wasn't just better than Scheme); and play an Action a 2nd time then trash it (crazy, would you believe).


[edit] Recommended sets of 10

[edit] Allies only

Decisions Decisions [images]
Bauble Courier Highwayman Hunter Innkeeper
Bauble.jpg Courier.jpg Highwayman.jpg Hunter.jpg Innkeeper.jpg
Marquis.jpg Merchant Camp.jpg Modify.jpg Royal Galley.jpg Townsfolk.jpg
Marquis Merchant Camp Modify Royal Galley Townsfolk
Landscapes and Additional Cards
City-state
City-state.jpg
Foresight [images]
Augurs Barbarian Carpenter Emissary Galleria
Augurs.jpg Barbarian.jpg Carpenter.jpg Emissary.jpg Galleria.jpg
Sentinel.jpg Skirmisher.jpg Specialist.jpg Town.jpg Underling.jpg
Sentinel Skirmisher Specialist Town Underling
Landscapes and Additional Cards
Order of Astrologers
Order of Astrologers.jpg

[edit] Allies & Dominion

Allies for Beginners [images]
Broker Capital City Galleria Odysseys Sycophant
Broker.jpg Capital City.jpg Galleria.jpg Odysseys.jpg Sycophant.jpg
Gardens.jpg Harbinger.jpg Market.jpg Remodel.jpg Vassal.jpg
Gardens Harbinger Market Remodel Vassal
Landscapes and Additional Cards
Crafters' Guild
Crafters' Guild.jpg
Warring Shopkeepers [images]
Clashes Emissary Guildmaster Royal Galley Town
Clashes.jpg Emissary.jpg Guildmaster.jpg Royal Galley.jpg Town.jpg
Bandit.jpg Laboratory.jpg Merchant.jpg Moat.jpg Moneylender.jpg
Bandit Laboratory Merchant Moat Moneylender
Landscapes and Additional Cards
League of Shopkeepers
League of Shopkeepers.jpg

[edit] Allies & Intrigue

Dark Dealings [images]
Broker Contract Courier Hunter Townsfolk
Broker.jpg Contract.jpg Courier.jpg Hunter.jpg Townsfolk.jpg
Courtier.jpg Lurker.jpg Nobles.jpg Secret Passage.jpg Steward.jpg
Courtier Lurker Nobles Secret Passage Steward
Landscapes and Additional Cards
Circle of Witches
Circle of Witches.jpg
Pawns and Underlings [images]
Innkeeper Merchant Camp Swap Underling Wizards
Innkeeper.jpg Merchant Camp.jpg Swap.jpg Underling.jpg Wizards.jpg
Baron.jpg Conspirator.jpg Patrol.jpg Pawn.jpg Replace.jpg
Baron Conspirator Patrol Pawn Replace
Landscapes and Additional Cards
Plateau Shepherds
Plateau Shepherds.jpg

[edit] Allies & Seaside

Forward Thinking [images]
Cutpurse Native Village Sea Witch Tactician Warehouse
Cutpurse.jpg Native Village.jpg Sea Witch.jpg Tactician.jpg Warehouse.jpg
Guildmaster.jpg Highwayman.jpg Odysseys.jpg Royal Galley.jpg Sentinel.jpg
Guildmaster Highwayman Odysseys Royal Galley Sentinel
Landscapes and Additional Cards
Cave Dwellers
Cave Dwellers.jpg
Treasure Hunt [images]
Haven Lookout Outpost Treasure Map Treasury
Haven.jpg Lookout.jpg Outpost.jpg Treasure Map.jpg Treasury.jpg
Emissary.jpg Forts.jpg Marquis.jpg Swap.jpg Town.jpg
Emissary Forts Marquis Swap Town
Landscapes and Additional Cards
Market Towns
Market Towns.jpg

[edit] Allies & Alchemy

Recursion [images]
Barbarian Galleria Importer Merchant Camp Modify
Barbarian.jpg Galleria.jpg Importer.jpg Merchant Camp.jpg Modify.jpg
Wizards.jpg Alchemist.jpg Apprentice.jpg Golem.jpg Scrying Pool.jpg
Wizards Alchemist Apprentice Golem Scrying Pool
Landscapes and Additional Cards
Potion Coastal Haven
Potion.jpg Coastal Haven.jpg

[edit] Allies & Prosperity

Inventing Mania [images]
Augurs Bauble Capital City Carpenter Importer
Augurs.jpg Bauble.jpg Capital City.jpg Carpenter.jpg Importer.jpg
Anvil.jpg Expand.jpg King's Court.jpg Quarry.jpg Rabble.jpg
Anvil Expand King's Court Quarry Rabble
Landscapes and Additional Cards
Platinum Colony Family of Inventors
Platinum.jpg Colony.jpg Family of Inventors.jpg
Bank of Toadies [images]
Broker Marquis Odysseys Sycophant Town
Broker.jpg Marquis.jpg Odysseys.jpg Sycophant.jpg Town.jpg
Bank.jpg City.jpg Clerk.jpg Investment.jpg Vault.jpg
Bank City Clerk Investment Vault
Landscapes and Additional Cards
Platinum Colony League of Bankers
Platinum.jpg Colony.jpg League of Bankers.jpg

[edit] Allies & Cornucopia/Guilds

Huge Collections [images]
Clashes Contract Forts Galleria Sentinel
Clashes.jpg Contract.jpg Forts.jpg Galleria.jpg Sentinel.jpg
Advisor.jpg Fairgrounds.jpg Hunting Party.jpg Menagerie.jpg Plaza.jpg
Advisor Fairgrounds Hunting Party Menagerie Plaza
Landscapes and Additional Cards
Woodworkers' Guild
Woodworkers' Guild.jpg
Forest Scouts [images]
Augurs Emissary Innkeeper Royal Galley Sentinel
Augurs.jpg Emissary.jpg Innkeeper.jpg Royal Galley.jpg Sentinel.jpg
Baker.jpg Candlestick Maker.jpg Farming Village.jpg Jester.jpg Journeyman.jpg
Baker Candlestick Maker Farming Village Jester Journeyman
Landscapes and Additional Cards
Forest Dwellers
Forest Dwellers.jpg

[edit] Allies & Hinterlands

Longest Tunnel [images]
Bauble Capital City Carpenter Contract Innkeeper
Bauble.jpg Capital City.jpg Carpenter.jpg Contract.jpg Innkeeper.jpg
Haggler.jpg Jack of All Trades.jpg Margrave.jpg Trail.jpg Tunnel.jpg
Haggler Jack of All Trades Margrave Trail Tunnel
Landscapes and Additional Cards
Fellowship of Scribes
Fellowship of Scribes.jpg
Expertise [images]
Barbarian Highwayman Specialist Townsfolk Underling
Barbarian.jpg Highwayman.jpg Specialist.jpg Townsfolk.jpg Underling.jpg
Border Village.jpg Crossroads.jpg Highway.jpg Inn.jpg Spice Merchant.jpg
Border Village Crossroads Highway Inn Spice Merchant
Landscapes and Additional Cards
Order of Masons
Order of Masons.jpg

[edit] Allies & Dark Ages

Grave Business [images]
Barbarian Broker Contract Highwayman Wizards
Barbarian.jpg Broker.jpg Contract.jpg Highwayman.jpg Wizards.jpg
Bandit Camp.jpg Beggar.jpg Forager.jpg Graverobber.jpg Poor House.jpg
Bandit Camp Beggar Forager Graverobber Poor House
Landscapes and Additional Cards
Shelters Cave Dwellers
Shelters.jpg Cave Dwellers.jpg
Rat Traders [images]
Emissary Importer Skirmisher Swap Townsfolk
Emissary.jpg Importer.jpg Skirmisher.jpg Swap.jpg Townsfolk.jpg
Count.jpg Death Cart.jpg Knights.jpg Rats.jpg Squire.jpg
Count Death Cart Knights Rats Squire
Landscapes and Additional Cards
Ruins Shelters Desert Guides
Abandoned Mine.jpg Shelters.jpg Desert Guides.jpg

[edit] Allies & Adventures

Adventures in Pickpocketing [images]
Augurs Bauble Innkeeper Modify Specialist
Augurs.jpg Bauble.jpg Innkeeper.jpg Modify.jpg Specialist.jpg
Artificer.jpg Duplicate.jpg Lost City.jpg Miser.jpg Treasure Trove.jpg
Artificer Duplicate Lost City Miser Treasure Trove
Landscapes and Additional Cards
Mission Gang of Pickpockets
Mission.jpg Gang of Pickpockets.jpg
Future Perfect [images]
Forts Marquis Sentinel Skirmisher Sycophant
Forts.jpg Marquis.jpg Sentinel.jpg Skirmisher.jpg Sycophant.jpg
Caravan Guard.jpg Gear.jpg Haunted Woods.jpg Port.jpg Transmogrify.jpg
Caravan Guard Gear Haunted Woods Port Transmogrify
Landscapes and Additional Cards
Seaway Market Towns
Seaway.jpg Market Towns.jpg

[edit] Allies & Empires

Island Empire [images]
Contract Forts Specialist Swap Sycophant
Contract.jpg Forts.jpg Specialist.jpg Swap.jpg Sycophant.jpg
City Quarter.jpg Enchantress.jpg Farmers' Market.jpg Settlers.jpg Wild Hunt.jpg
City Quarter Enchantress Farmers' Market Settlers Wild Hunt
Landscapes and Additional Cards
Orchard Island Folk
Orchard.jpg Island Folk.jpg
Castle Wars [images]
Capital City Carpenter Clashes Hunter Importer
Capital City.jpg Carpenter.jpg Clashes.jpg Hunter.jpg Importer.jpg
Castles.jpg Catapult.jpg Charm.jpg Crown.jpg Patrician.jpg
Castles Catapult Charm Crown Patrician
Landscapes and Additional Cards
Triumph Trappers' Lodge
Triumph.jpg Trappers' Lodge.jpg

[edit] Allies & Nocturne

Love and Death [images]
Augurs Bauble Carpenter Hunter Sycophant
Augurs.jpg Bauble.jpg Carpenter.jpg Hunter.jpg Sycophant.jpg
Conclave.jpg Den of Sin.jpg Faithful Hound.jpg Idol.jpg Necromancer.jpg
Conclave Den of Sin Faithful Hound Idol Necromancer
Landscapes and Additional Cards
Boons Peaceful Cult
Boon-back.jpg Peaceful Cult.jpg
Play it Again Sam [images]
Wizards Swap Royal Galley Courier Hunter
Wizards.jpg Swap.jpg Royal Galley.jpg Courier.jpg Hunter.jpg
Blessed Village.jpg Leprechaun.jpg Skulk.jpg Tormentor.jpg Tracker.jpg
Blessed Village Leprechaun Skulk Tormentor Tracker
Landscapes and Additional Cards
Boons Hexes Woodworkers' Guild
Boon-back.jpg Hex-back.jpg Woodworkers' Guild.jpg

[edit] Allies & Renaissance

Production Line [images]
Courier Importer Modify Townsfolk Wizards
Courier.jpg Importer.jpg Modify.jpg Townsfolk.jpg Wizards.jpg
Experiment.jpg Mountain Village.jpg Patron.jpg Spices.jpg Treasurer.jpg
Experiment Mountain Village Patron Spices Treasurer
Landscapes and Additional Cards
Exploration Band of Nomads
Exploration.jpg Band of Nomads.jpg
Age of Scribes [images]
Capital City Galleria Odysseys Specialist Underling
Capital City.jpg Galleria.jpg Odysseys.jpg Specialist.jpg Underling.jpg
Acting Troupe.jpg Inventor.jpg Old Witch.jpg Research.jpg Villain.jpg
Acting Troupe Inventor Old Witch Research Villain
Landscapes and Additional Cards
Sinister Plot Fellowship of Scribes
Sinister Plot.jpg Fellowship of Scribes.jpg

[edit] Allies & Menagerie

Wise Owls [images]
Barbarian Marquis Merchant Camp Town Wizards
Barbarian.jpg Marquis.jpg Merchant Camp.jpg Town.jpg Wizards.jpg
Animal Fair.jpg Black Cat.jpg Bounty Hunter.jpg Hostelry.jpg Hunting Lodge.jpg
Animal Fair Black Cat Bounty Hunter Hostelry Hunting Lodge
Landscapes and Additional Cards
Way of the Owl Architects' Guild
Way of the Owl.jpg Architects' Guild.jpg
Mountain Kings [images]
Broker Courier Forts Guildmaster Skirmisher
Broker.jpg Courier.jpg Forts.jpg Guildmaster.jpg Skirmisher.jpg
Barge.jpg Coven.jpg Scrap.jpg Snowy Village.jpg Supplies.jpg
Barge Coven Scrap Snowy Village Supplies
Landscapes and Additional Cards
Toil Mountain Folk
Toil.jpg Mountain Folk.jpg

[edit] Allies & Plunder

Shipmates [images]
Broker Forts Innkeeper Modify Sycophant
Broker.jpg Forts.jpg Innkeeper.jpg Modify.jpg Sycophant.jpg
Crew.jpg Flagship.jpg Harbor Village.jpg Sack of Loot.jpg Shaman.jpg
Crew Flagship Harbor Village Sack of Loot Shaman
Landscapes and Additional Cards
Trait for Sycophant
Fawning
Cave Dwellers
Fawning.jpg Cave Dwellers.jpg
Buried and Sunk [images]
Courier Highwayman Merchant Camp Odysseys Skirmisher
Courier.jpg Highwayman.jpg Merchant Camp.jpg Odysseys.jpg Skirmisher.jpg
Abundance.jpg Buried Treasure.jpg King's Cache.jpg Landing Party.jpg Maroon.jpg
Abundance Buried Treasure King's Cache Landing Party Maroon
Landscapes and Additional Cards
Trait for Merchant Camp
Shy
Bury
Shy.jpg Bury.jpg


Allies
Cards $2 BaubleBauble.jpgSycophantSycophant.jpgTownsfolkTownsfolk.jpg (Town CrierTown Crier.jpg / BlacksmithBlacksmith.jpg / MillerMiller.jpg / ElderElder.jpg) $3 AugursAugurs.jpg (Herb GathererHerb Gatherer.jpg / AcolyteAcolyte.jpg / SorceressSorceress.jpg / SibylSibyl.jpg) • ClashesClashes.jpg (Battle PlanBattle Plan.jpg / ArcherArcher.jpg / WarlordWarlord.jpg / TerritoryTerritory.jpg) • FortsForts.jpg (TentTent.jpg / GarrisonGarrison.jpg / Hill FortHill Fort.jpg / StrongholdStronghold.jpg) • ImporterImporter.jpgMerchant CampMerchant Camp.jpgOdysseysOdysseys.jpg (Old MapOld Map.jpg / VoyageVoyage.jpg / Sunken TreasureSunken Treasure.jpg / Distant ShoreDistant Shore.jpg) • SentinelSentinel.jpgUnderlingUnderling.jpgWizardsWizards.jpg (StudentStudent.jpg / ConjurerConjurer.jpg / SorcererSorcerer.jpg / LichLich.jpg) $4 BrokerBroker.jpgCarpenterCarpenter.jpgCourierCourier.jpgInnkeeperInnkeeper.jpgRoyal GalleyRoyal Galley.jpgTownTown.jpg $5 BarbarianBarbarian.jpgCapital CityCapital City.jpgContractContract.jpgEmissaryEmissary.jpgGalleriaGalleria.jpgGuildmasterGuildmaster.jpgHighwaymanHighwayman.jpgHunterHunter.jpgModifyModify.jpgSkirmisherSkirmisher.jpgSpecialistSpecialist.jpgSwapSwap.jpg $6 MarquisMarquis.jpg
Allies Architects' GuildArchitects' Guild.jpgBand of NomadsBand of Nomads.jpgCave DwellersCave Dwellers.jpgCircle of WitchesCircle of Witches.jpgCity-stateCity-state.jpgCoastal HavenCoastal Haven.jpgCrafters' GuildCrafters' Guild.jpgDesert GuidesDesert Guides.jpgFamily of InventorsFamily of Inventors.jpgFellowship of ScribesFellowship of Scribes.jpgForest DwellersForest Dwellers.jpgGang of PickpocketsGang of Pickpockets.jpgIsland FolkIsland Folk.jpgLeague of BankersLeague of Bankers.jpgLeague of ShopkeepersLeague of Shopkeepers.jpgMarket TownsMarket Towns.jpgMountain FolkMountain Folk.jpgOrder of AstrologersOrder of Astrologers.jpgOrder of MasonsOrder of Masons.jpgPeaceful CultPeaceful Cult.jpgPlateau ShepherdsPlateau Shepherds.jpgTrappers' LodgeTrappers' Lodge.jpgWoodworkers' GuildWoodworkers' Guild.jpg
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