Merchant Guild

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'''Merchant Guild''' is an [[Action]] card from [[Guilds]]. It gives an [[+buy|extra Buy]], and puts tokens in your [[Coffers]] for every card bought this turn.  It seems to do best in engines where multiples of it can be played every turn: the Coffers tokens they earn at the end of the turn replace the Coffers tokens earned last turn, which are spent now.
+
'''Merchant Guild''' is an [[Action]] card from [[Guilds]]. It gives an [[+buy|extra Buy]], and puts tokens in your [[Coffers]] for every card gained during your Buy phase.
  
 
== FAQ ==
 
== FAQ ==
=== Unofficial FAQ (post-errata) ===
+
=== Official FAQ (2023) ===
* Merchant Guild works on cards gained via buying them, and cards gained other ways.
+
* This counts all cards gained in your Buy phase, whether bought, or gained other ways, such as via {{Card|Ferryman}}.
* This is cumulative; if you use {{Card|Throne Room}} to play Merchant Guild twice, then it will give you +2 Coffers for each card you gain.
+
* It does not count cards gained in your Action phase, such as with {{Card|Butcher}}.  
* This only cares about cards you gained during your Buy phase. If you gain a card during your Action phase (with e.g. {{Card|Butcher}}), Merchant Guild will not give you Coffers for it.
+
* This is cumulative; if you play two Merchant Guilds, or play one twice via a card such as {{Card|Throne Room}}, you will get +2 Coffers per card gained.  
 +
* In rare cases (such as with {{Card|Villa}}, from {{Set|Empires}}), your Buy phase can end multiple times in a turn; Merchant Guild will happen each time it ends.
 +
 
 
=== Other rules clarifications ===
 
=== Other rules clarifications ===
* If your turn has multiple Buy phases due to {{Card|Villa}} or {{Card|Cavalry}}, cards you gained in earlier Buy phases will not count.
+
With the new rules to [[Coffers]] introduced in 2021, you would be able to spend Coffers that you gained from Merchant Guild during the same Buy phase. Because of this, Merchant Guild received errata to give Coffers at the end of your Buy phase. It also lost the dividing line.
* When you get the Coffers from this, you are still in your Buy phase, so you may spend those Coffers. You can't spend the {{Cost}} to buy cards, but you can discard {{Card|Wine Merchant}}s from your Tavern mat.
+
* When multiple things are supposed to happen at the end of your buy phase, you can choose the order and spend Coffers between them. So you may acquire the Coffers from Merchant Guild, spend two of them to earn {{Cost|2}}, and use the {{cost|2}} to discard {{Card|Wine Merchant|Wine Merchants}} from your Tavern mat.
* If you somehow play Merchant Guild after your Buy phase (e.g. you gain it at [[Night]] (with e.g. {{Card|Vampire}}) or Clean-up (with e.g. {{Card|Improve}}) and then play it with {{Project|Innovation}}), you won't get any Coffers from it.
+
* If you play Merchant Guild after your Buy phase (e.g. you gain it at [[Night]] (with e.g. {{Card|Vampire}}) or Clean-up (with e.g. {{Card|Improve}}) and then play it with {{Project|Innovation}}), you won't get any Coffers from it.
=== Official FAQ (pre-errata) ===
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* When you play this, you get +1 Buy and +{{Cost|1}}.
+
* While this is in play, any time you buy a card you also add a token to your Coffers mat.
+
* Remember that you may only remove tokens from your Coffers prior to buying anything, so you will not be able to immediately use the added tokens.
+
* This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two tokens.
+
* However if you play a Merchant Guild multiple times but only have one in play, such as with {{Card|Throne Room}}, you will only get one token when you buy a card.
+
  
== Strategy Article ==
+
{| class="wikitable mw-collapsible mw-collapsed"
''[http://forum.dominionstrategy.com/index.php?topic=8689.0 original article] by Qvist''
+
| <h3>Deprecated official FAQ (2017)</h3>
 +
|-
 +
| <ul>
 +
<li> When you play [[#Versions|this]], you get +1 Buy and +{{Cost|1}}.  
 +
<li> While this is [[in play]], any time you buy a card you also add a token to your {{Set|Coffers|Coffers mat}}.  
 +
<li> Remember that you may only remove tokens from your Coffers prior to buying anything, so you will not be able to immediately use the added tokens.  
 +
<li> This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two tokens.  
 +
<li> However if you play a Merchant Guild multiple times but only have one in play, such as with {{Card|Throne Room}}, you will only get one token when you buy a card.
 +
</ul>
 +
|}
  
{{Quote
+
== Strategy (Post-Errata) ==
|Text=Merchant Guild: This started out thinking it could cost {{Cost|4}}, like Bridge. As it turned out, it could not.
+
Merchant Guild is a [[terminal]] [[payload]] card and source of [[+Buy]] that functions well in a somewhat restricted set of circumstances. In the best case, you can use multiple copies to generate large amounts of [[Coffers]], which sometimes even enables a [[megaturn]]. However, Merchant Guild has three main weaknesses:
|Name=[[Donald X. Vaccarino]]
+
# A single copy is relatively weak, likely generating only one or two Coffers and providing only as much benefit this turn as an expensive {{Card|Herbalist}}. As such, many other {{Cost|5}} cards are likely to serve you better in the early and midgame.
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds Cards]}}
+
# As it's a terminal [[stop card]], you need strong [[deck control]] and [[draw]] alongside abundant [[terminal space]] to play multiple copies.
 +
# Because the Coffers are generated at the end of your Buy phase, you usually need to wait a turn before using them. This can make Merchant Guild relatively slow as payload, as you need one big turn to produce a large amount of Coffers and a second to spend them. This outcome compares unfavorably to that of other similar cards like {{Card|Bridge}}, which need only a single big turn.
 +
Even in [[Kingdom]]s with better payload or without proper support, Merchant Guild can still occasionally be usable as an expensive source of +Buy, or with synergies that allow you to gain many Coffers with relatively few copies.
  
I can see why this is true. Coin tokens are really powerful.
+
In theory, a Merchant Guild megaturn relies on two stages. In the first, you play multiple Merchant Guilds and use all of your Buys. Because each Buy that you use nets you as many Coffers as the number of Merchant Guilds you've played, and each one also provides an additional Buy to use, this scales quadratically, generating a large amount of Coffers. In the second stage, on your next turn, you use all of those Coffers to buy as many {{Card|Province|Provinces}} as possible, with your Merchant Guilds providing the Buys to do so. Realistically, however, [[build]]ing up to the point where you can store up enough Coffers to [[greening|green]] in a single turn is slow, and you will often be better served by greening over two or three turns, using the Coffers from each to bolster the next. The number of Merchant Guilds you need for this will depend on how reliably you can play them and how many Coffers you are able to carry over, but generally three or four copies will suffice.  
  
Merchant Guild feels like a [[Duration]] card; all coin token cards in general do. But all other coin token generating cards let you spend the coin token right away. So, this feels more like a Duration card as you get the good effect not before your next turn.
+
While building your deck, it is usually a good idea to utilize the fact that Merchant Guild rewards you for buying more cards. Most often, this simply means using as many of your Buys as you reasonably can. Ideally, you have enough {{Cost}} or Coffers available to use these Buys to build up your deck, possibly via useful cheap cards (e.g. {{Card|Border Guard}}) or more Merchant Guilds. Sometimes, however, you will not be able to do so, and may want to consider buying [[junk]] such as {{Card|Copper}}; doing so will harm your deck control and may cause you to [[dud]], but it may also give you enough Coffers to, for example, end the game on your next turn. Buying junk is more likely to be a good option if your deck is highly reliable or if you can trash the junk quickly: {{Card|Watchtower}} is particularly notable, as it can prevent the junk from ever entering your deck.
  
=== Let's compare it with a few cards: ===
+
Merchant Guild's efficiency is sometimes greatly enhanced through synergies with a few different effects:
{{Card|Treasury}} and Merchant Guild have the same cost. Treasury gives you +1 Action +1 Card and +{{Cost|1}} this turn and a free {{Cost|1}} the following turns as long as you don't buy a [[Victory card]]. Merchant Guild doesn't give you an Action and doesn't give you a card, instead only +1 Buy. This is really weak. But you get at least a Coin token which you can spend on any following turn. So, this feels a little bit like an opposite Treasury. While Treasury is good early in the game in ramping up your economy, Merchant Guild is the opposite. It's getting better later in the game.
+
* You can generate more Coffers per Merchant Guild than the number of Buys you have if you can gain additional cards during the Buy phase. There are several ways this can work:
 +
** Some cards, such as {{Card|Supplies}}, {{Card|Livery}}, and {{Card|Haggler}}, help you gain additional useful cards; the extra Coffers can therefore be regarded as a side benefit of continuing to build.
 +
** Other effects involve gaining junk, and so may disrupt building, but may gain you so many cards that even a limited number of Merchant Guilds can generate significant Coffers. These include {{Card|Masterpiece}}, {{Event|Banquet}}, and {{Event|Alliance}}.
 +
** {{Event|Stampede}} is a particularly notable synergy, allowing you to quickly bank both a large number of Coffers and plenty of extra draw; this potentially enables rapidly emptying the Province pile.
 +
* {{Card|Cavalry}} and {{Card|Villa}} allow you to make use of any Coffers generated by Merchant Guild on the same turn by ending your Buy phase and returning you to your Action phase. This can significantly accelerate Merchant Guild's ability to let you green heavily or orchestrate an early pileout.
  
I've seen many players buying {{Card|Copper|Coppers}} from it right of the bat. I feel this is a misplay, similar to why additional Coppers for {{Card|Goons}} is a misplay because usually you want to play your good stuff more often early on and those Coppers prevent that. But in [[slog|slogs]] this might be a good move as those Coin tokens will be super handy soon. But you can pick up those Coppers as soon as you [[greening|green]] and then it's great.
+
===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.''
Similarly  to how you could combine both effects from Duration cards into one card to get a feel for its strength (So Caravan is like a Lab, especially if you play one each turn), we could do this here too. Merchant Guild is then a {{Card|Woodcutter}} at worst, which is pretty weak, sure. But even if the Coin token is delayed, I think a fictional card that says: "+1 Buy +{{Cost|1}}. Gain a Coin token" would be a solid {{Cost|4}} card, just only because it's strictly better than Woodcutter, but also mostly better than {{Card|Nomad Camp}}. But Merchant Guild is later in the game mostly like "+{{Cost|1}}. Gain 2 Coin tokens. Gain a Copper" if you ignore the delayed effect. A terminal {{Card|Gold}} for the cost of a Copper feels like a {{Card|Mandarin}} or a {{Card|Count}}, so is already a solid {{Cost|5}} card.
+
* [http://forum.dominionstrategy.com/index.php?topic=8689.0 Qvist's 2013 article (pre-errata)]
 
+
=== Interactions with other cards: ===
+
I've picked Merchant Guild up for the +Buy and the gaining of Coin tokens only a lot of the times. But, so far we are totally ignoring the stacking effect where the true power is revealed. It shines more with other cards that give you Coin tokens because you can save some Coin tokens and then use the additional buy in not only buying a Copper, but two good cards. It's even better if your deck manages to give you additional buys. As you may have noticed, {{Card|Candlestick Maker}} is a very powerful {{Cost|2}} card and gives you not only Coin tokens but also giving you +Buys. A stack of Candlestick Makers and some Merchant Guilds is already a very solid deck. While you're using some buys to pick up Candlestick Makers and get 2 Coin tokens instead of the normal 1 Token you can start greening much earlier. Play 4 Candlestick Makers and a Merchant Guild, buy what you want and 5 Coppers. You just gained 10 Coin tokens! That should be enough for a couple of Provinces in the next couple of turns! (This is just an example, I'm not saying that you should do this)
+
 
+
=== Multiple Merchant Guilds ===
+
As you already can see Merchant Guild is great in setting up an [[engine]] with cheap engine pieces like {{Card|Hamlet|Hamlets}}. You get a little bit of a loss of tempo, but you have a lot of [[endgame]] speed up and control (Coin tokens give you in general a great endgame control). Now let's have a look at multiple Merchant Guilds. Here's where it starts getting crazy. If you have 2 Merchant Guilds in play, you usually should buy at least 2 cards and at that point you usually have some Coin tokens, so you really should spend some, because you get them right back. If you buy 2 cards, you get 4 Coin tokens (for {{Cost|6}} total), so you have a [[terminal]] Gold in Merchant Guild (as said before), but not for the cost of a Copper; usually you can buy useful stuff for that. But your goal if you want to setup a Merchant Guild [[megaturn]] engine is at least 3 Merchant Guilds in play. This is usually right when you want to starting greening so that you have 4 Buys which you should all spend for 12 Coin tokens so that each Merchant Guild was like a terminal {{Cost|5}}, but even better: In Coin tokens.
+
 
+
=== Let's have a look at some examples: ===
+
[http://dom.retrobox.eu/?/20130627/log.50745d1a0cf28ed55d9d6498.1372373202581.txt]
+
 
+
Here I've built a Hamlet/{{Card|Library}} draw engine with Merchant Guild as my endgame mega turn plan. I loaded up on the Hamlets because they are really important for me as I will need all the +Buys for Merchant Guild. This was probably a mistake, an early Merchant Guild while picking up Hamlets would have been great. {{Split|5|2}} would have been awesome here. I got my first Merchant Guild only in turn 8 as I picked up a Library earlier. My opponent already bought his first {{Card|Province}} the turn before. Turn 10 was my first bigger turn where I bought my second Merchant Guild and an {{Card|Ironmonger}}. My opponent then bought his second Province. I was getting worried because I needed at least one more Merchant Guild and especially more Libraries. My opponent bought his third Province in turn 12 and I got really really unlucky with a hand of "Merchant Guild, Library, Copper, Estate, Library". The turn after I got unlucky again, but I knew I had to get Coin tokens now, so bought 3 Coppers for 3 Coin tokens only. Two dud hands and I felt I already lost. Turn 14 for my opponent and his fourth Province while I had none. Then I had to start greening. In turn 15 I bought a Province with only one Merchant Guild in play. I had to use 1 Coin token, but got 3 back. Opponent buys Duchy then - still down 21 {{VP}}. In turn 16 my engine finally starts kicking in. I get all my Merchant Guilds in play and can buy a Province and a {{Card|Duchy}} and 4 Coppers for 18 Coin tokens! My opponent buys another Duchy, I'm still down 15 {{VP}} with only 2 Provinces left. But with so many coin tokens I'm not that worried anymore. I can buy 2 Provinces and 1 Duchy and 2 Estates for a 2 {{VP}} win on the last turn. Man, this was great and shows in my opinion the strength of a Merchant Guild megaturn and how you can "equalize" the loss of tempo you get from buying those at the beginning. What's even better in those games is that even if you aren't able to finish this turn you can delay the game in picking up Duchies while still getting Coin tokens and try to finish the next turn. This endgame control is great.
+
 
+
[http://dom.retrobox.eu/?/20130628/log.50745d1a0cf28ed55d9d6498.1372458377575.txt]
+
 
+
Let's ignore the fact that I got {{Split|4|3}} on a board with {{Card|Familiar}} that basically was an auto-win here. I was just wanted to show you: Man, {{Card|Scrying Pool}}+{{Card|Village}}+Merchant Guild is amazing. Let's just look at the last turn where I got 5 Merchant Guilds in play to get 30 Coin tokens. That's just crazy. One or two more turns and I could have piled out the Provinces.
+
 
+
=== Summary: ===
+
Merchant Guild is no top {{Cost|5}} card, but it's definitely way better than many on the forums commented. It has many uses (Slogs, other Coin token cards, Engines with cheap components) and is not only useful in megaturn strategies, but there it can really really shine.
+
 
+
=== Synergies ===
+
 
+
=== Antisynergies ===
+
  
 
== Versions ==
 
== Versions ==
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! Print !! Digital !! Text !! Release !! Date  
 
! Print !! Digital !! Text !! Release !! Date  
 
|-
 
|-
| {{CardLangVersionImage|o=1}} || {{CardVersionImage|Merchant GuildDigitalOld|Merchant Guild from Goko/Making Fun}} || '''+1 Buy'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">While this is in play, when you buy a card, take a Coin token. || Guilds || June 2013
+
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1}} || '''+1 Buy'''<br>+{{Cost|1}}{{Divline}}While this is in play, when you buy a card, take a Coin token. || Guilds || June 2013
 
|-
 
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1|o=2}} || '''+1 Buy'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">While this is in play, when you buy a card, '''+1&nbsp;Coffers'''. || Guilds & Cornucopia || March 2018
+
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || '''+1 Buy'''<br>+{{Cost|1}}{{Divline}}While this is in play, when you buy a card, '''+1&nbsp;Coffers'''. || Guilds & Cornucopia [[2016 Errata#Formatting_changes|(2017 printing)]] || March 2018
 
|-
 
|-
| || {{CardLangVersionImage|d=1}} || style="padding:15px 0px;"| '''+1 Buy'''<br>+{{Cost|1}}<br>At the end of your Buy phase this turn, '''+1&nbsp;Coffers''' per card you gained in it. || [http://forum.dominionstrategy.com/index.php?topic=20909.0 Coffers Rules Change] || [http://forum.dominionstrategy.com/index.php?topic=20909.0 September&nbsp;17&#44;&nbsp;2021] / [http://forum.dominionstrategy.com/index.php?topic=20909.msg885358#msg885358 February&nbsp;7&#44;&nbsp;2022]  
+
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1||Merchant Guild from Temple Gates Games}} || style="padding: 0px 10px;"| '''+1 Buy'''<br>+{{Cost|1}}<br>At the end of your Buy phase this turn, '''+1&nbsp;Coffers''' per card you gained in it. || <p>[http://forum.dominionstrategy.com/index.php?topic=20909.0 Coffers Rules Change]</p> <hr><p>Cornucopia & Guilds<br>([[Second Edition]])</p> || <p>[http://forum.dominionstrategy.com/index.php?topic=20909.0 September&nbsp;17&#44;&nbsp;2021] / [http://forum.dominionstrategy.com/index.php?topic=20909.msg885358#msg885358 February&nbsp;18&#44;&nbsp;2022]</p> <hr><p>March 2024<br>&nbsp;</p>
 
|}
 
|}
  
 
===Other language versions===
 
===Other language versions===
{| class="wikitable" style="text-align:center;"
+
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
 
! Language !! Name !! Print !! Digital !! Text !! Notes
 
! Language !! Name !! Print !! Digital !! Text !! Notes
 
|-
 
|-
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|-
 
|-
 
!French
 
!French
| Guilde des Marchands || || {{CardVersionImage|Merchant GuildFrench2021Digital|French language Merchant Guild 2021 from Shuffle iT}} || '''+1 Achat'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">Lorsque cette carte est en jeu, quand vous achetez une carte, '''+1&nbsp;Coffres'''. ||
+
| Guilde des Marchands || || {{CardLangVersionImage|French|d=1}} || '''+1 Achat'''<br>+{{Cost|1}}{{Divline}}Lorsque cette carte est en jeu, quand vous achetez une carte, '''+1&nbsp;Coffres'''. ||
 
|-
 
|-
!German
+
!rowspan=3|German
| Kaufmannsgilde || {{CardVersionImage|Merchant GuildGerman|German language Merchant Guild 2013 by ASS}} || || '''+1 Kauf'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">Wenn diese Karte im Spiel ist, nimm für jede Karte, die du kaufst, jeweils eine Münze. || (2013)
+
| Kaufmannsgilde || {{CardVersionImage|Merchant GuildGerman|German language Merchant Guild 2013 by ASS}} || || '''+1 Kauf'''<br>+{{Cost|1}}{{Divline}}Wenn diese Karte im Spiel ist, nimm für jede Karte, die du kaufst, jeweils eine Münze. || (2013)
 
|-
 
|-
!German
+
| Kaufmannsgilde || {{CardVersionImage|Merchant GuildGerman2019rulebook|German language Merchant Guild 2019 by ASS}} || {{CardLangVersionImage|German|d=1|o=1}} || '''+1 Kauf'''<br>+{{Cost|1}}{{Divline}}Während diese Karte im Spiel ist:<br>Wenn du eine Karte kaufst, '''+1&nbsp;Taler'''. || (2019)
| Kaufmannsgilde || {{CardVersionImage|Merchant GuildGerman2019rulebook|German language Merchant Guild 2019 by ASS}} || {{CardVersionImage|Merchant GuildGerman2021Digital|German language Merchant Guild 2021 from Shuffle iT}} || '''+1 Kauf'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">Während diese Karte im Spiel ist:<br>Wenn du eine Karte kaufst, '''+1&nbsp;Taler'''. || (2019)
+
 
|-
 
|-
!German
+
| Kaufmannsgilde ||  || {{CardLangVersionImage|German|d=1}} || style="padding:15px 0px;"| '''+1 Kauf'''<br>+{{Cost|1}}<br>Am Ende deiner Kaufphase in diesem Zug, '''+1&nbsp;Taler''' pro Karte, die du in ihr genommen hast. ||  
| Kaufmannsgilde ||  || {{CardVersionImage|Merchant GuildGerman2022Digital|German language Merchant Guild 2022 from Shuffle iT}} || style="padding:15px 0px;"| '''+1 Kauf'''<br>+{{Cost|1}}<br>Am Ende deiner Kaufphase in diesem Zug, '''+1&nbsp;Taler''' pro Karte, die du in ihr genommen hast. ||  
+
 
|-
 
|-
 
!Japanese
 
!Japanese
| 商人ギルド (pron. ''shōnin girudo'') || || || '''+1 購入'''<br>+{{Cost|1}}<hr style="width:66%;text-align:center;margin-left:17%;">これが場にある間、カード1枚を購入するとき、コイントークン1枚を得る。 ||
+
| 商人ギルド (pron. ''shōnin girudo'') || || || '''+1 購入'''<br>+{{Cost|1}}{{Divline}}これが場にある間、カード1枚を購入するとき、コイントークン1枚を得る。 ||
 
|-
 
|-
 
!Korean
 
!Korean
 
| 상인조합 (pron. ''sang-injohab'') || || || ||
 
| 상인조합 (pron. ''sang-injohab'') || || || ||
 +
|-
 +
!Polish
 +
| Gildia kupców || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small>
 
|-
 
|-
 
!Russian
 
!Russian
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{{Navbox Guilds}}
 
{{Navbox Guilds}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
 +
[[Category:Terminals]]
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[[Category:Handsize negative]]
 +
[[Category:Extra buys]]
 +
[[Category:Virtual coin]]

Latest revision as of 20:04, 13 March 2024

Merchant Guild
Merchant Guild.jpg
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set GuildsCornucopia & Guilds icon.png
Illustrator(s) Eric J Carter
Card text
+1 Buy
+$1
At the end of your Buy phase this turn, +1 Coffers per card you gained in it.

Merchant Guild is an Action card from Guilds. It gives an extra Buy, and puts tokens in your Coffers for every card gained during your Buy phase.

Contents

[edit] FAQ

[edit] Official FAQ (2023)

  • This counts all cards gained in your Buy phase, whether bought, or gained other ways, such as via FerrymanFerryman.jpg.
  • It does not count cards gained in your Action phase, such as with ButcherButcher.jpg.
  • This is cumulative; if you play two Merchant Guilds, or play one twice via a card such as Throne RoomThrone Room.jpg, you will get +2 Coffers per card gained.
  • In rare cases (such as with VillaVilla.jpg, from EmpiresEmpires.jpg), your Buy phase can end multiple times in a turn; Merchant Guild will happen each time it ends.

[edit] Other rules clarifications

With the new rules to Coffers introduced in 2021, you would be able to spend Coffers that you gained from Merchant Guild during the same Buy phase. Because of this, Merchant Guild received errata to give Coffers at the end of your Buy phase. It also lost the dividing line.

  • When multiple things are supposed to happen at the end of your buy phase, you can choose the order and spend Coffers between them. So you may acquire the Coffers from Merchant Guild, spend two of them to earn $2, and use the $2 to discard Wine MerchantsWine Merchant.jpg from your Tavern mat.
  • If you play Merchant Guild after your Buy phase (e.g. you gain it at Night (with e.g. VampireVampire.jpg) or Clean-up (with e.g. ImproveImprove.jpg) and then play it with InnovationInnovation.jpg), you won't get any Coffers from it.

Deprecated official FAQ (2017)

  • When you play this, you get +1 Buy and +$1.
  • While this is in play, any time you buy a card you also add a token to your Coffers matCoffers.jpg.
  • Remember that you may only remove tokens from your Coffers prior to buying anything, so you will not be able to immediately use the added tokens.
  • This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two tokens.
  • However if you play a Merchant Guild multiple times but only have one in play, such as with Throne RoomThrone Room.jpg, you will only get one token when you buy a card.

[edit] Strategy (Post-Errata)

Merchant Guild is a terminal payload card and source of +Buy that functions well in a somewhat restricted set of circumstances. In the best case, you can use multiple copies to generate large amounts of Coffers, which sometimes even enables a megaturn. However, Merchant Guild has three main weaknesses:

  1. A single copy is relatively weak, likely generating only one or two Coffers and providing only as much benefit this turn as an expensive HerbalistHerbalist.jpg. As such, many other $5 cards are likely to serve you better in the early and midgame.
  2. As it's a terminal stop card, you need strong deck control and draw alongside abundant terminal space to play multiple copies.
  3. Because the Coffers are generated at the end of your Buy phase, you usually need to wait a turn before using them. This can make Merchant Guild relatively slow as payload, as you need one big turn to produce a large amount of Coffers and a second to spend them. This outcome compares unfavorably to that of other similar cards like BridgeBridge.jpg, which need only a single big turn.

Even in Kingdoms with better payload or without proper support, Merchant Guild can still occasionally be usable as an expensive source of +Buy, or with synergies that allow you to gain many Coffers with relatively few copies.

In theory, a Merchant Guild megaturn relies on two stages. In the first, you play multiple Merchant Guilds and use all of your Buys. Because each Buy that you use nets you as many Coffers as the number of Merchant Guilds you've played, and each one also provides an additional Buy to use, this scales quadratically, generating a large amount of Coffers. In the second stage, on your next turn, you use all of those Coffers to buy as many ProvincesProvince.jpg as possible, with your Merchant Guilds providing the Buys to do so. Realistically, however, building up to the point where you can store up enough Coffers to green in a single turn is slow, and you will often be better served by greening over two or three turns, using the Coffers from each to bolster the next. The number of Merchant Guilds you need for this will depend on how reliably you can play them and how many Coffers you are able to carry over, but generally three or four copies will suffice.

While building your deck, it is usually a good idea to utilize the fact that Merchant Guild rewards you for buying more cards. Most often, this simply means using as many of your Buys as you reasonably can. Ideally, you have enough $ or Coffers available to use these Buys to build up your deck, possibly via useful cheap cards (e.g. Border GuardBorder Guard.jpg) or more Merchant Guilds. Sometimes, however, you will not be able to do so, and may want to consider buying junk such as CopperCopper.jpg; doing so will harm your deck control and may cause you to dud, but it may also give you enough Coffers to, for example, end the game on your next turn. Buying junk is more likely to be a good option if your deck is highly reliable or if you can trash the junk quickly: WatchtowerWatchtower.jpg is particularly notable, as it can prevent the junk from ever entering your deck.

Merchant Guild's efficiency is sometimes greatly enhanced through synergies with a few different effects:

  • You can generate more Coffers per Merchant Guild than the number of Buys you have if you can gain additional cards during the Buy phase. There are several ways this can work:
    • Some cards, such as SuppliesSupplies.jpg, LiveryLivery.jpg, and HagglerHaggler.jpg, help you gain additional useful cards; the extra Coffers can therefore be regarded as a side benefit of continuing to build.
    • Other effects involve gaining junk, and so may disrupt building, but may gain you so many cards that even a limited number of Merchant Guilds can generate significant Coffers. These include MasterpieceMasterpiece.jpg, BanquetBanquet.jpg, and AllianceAlliance.jpg.
    • StampedeStampede.jpg is a particularly notable synergy, allowing you to quickly bank both a large number of Coffers and plenty of extra draw; this potentially enables rapidly emptying the Province pile.
  • CavalryCavalry.jpg and VillaVilla.jpg allow you to make use of any Coffers generated by Merchant Guild on the same turn by ending your Buy phase and returning you to your Action phase. This can significantly accelerate Merchant Guild's ability to let you green heavily or orchestrate an early pileout.

[edit] 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.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Merchant Guild Merchant Guild from Goko/Making Fun +1 Buy
+$1
While this is in play, when you buy a card, take a Coin token.
Guilds June 2013
Merchant Guild Merchant Guild from Shuffle iT +1 Buy
+$1
While this is in play, when you buy a card, +1 Coffers.
Guilds & Cornucopia (2017 printing) March 2018
Merchant Guild Merchant Guild from Temple Gates Games +1 Buy
+$1
At the end of your Buy phase this turn, +1 Coffers per card you gained in it.

Coffers Rules Change


Cornucopia & Guilds
(Second Edition)

September 17, 2021 / February 18, 2022


March 2024
 

[edit] Other language versions

Language Name Print Digital Text Notes
Dutch Koopmansgilde
Finnish Kilta (lit. guild)
French Guilde des Marchands French language Merchant Guild from Shuffle iT +1 Achat
+$1
Lorsque cette carte est en jeu, quand vous achetez une carte, +1 Coffres.
German Kaufmannsgilde German language Merchant Guild 2013 by ASS +1 Kauf
+$1
Wenn diese Karte im Spiel ist, nimm für jede Karte, die du kaufst, jeweils eine Münze.
(2013)
Kaufmannsgilde German language Merchant Guild 2019 by ASS German language Merchant Guild from Shuffle iT +1 Kauf
+$1
Während diese Karte im Spiel ist:
Wenn du eine Karte kaufst, +1 Taler.
(2019)
Kaufmannsgilde German language Merchant Guild from Shuffle iT +1 Kauf
+$1
Am Ende deiner Kaufphase in diesem Zug, +1 Taler pro Karte, die du in ihr genommen hast.
Japanese 商人ギルド (pron. shōnin girudo) +1 購入
+$1
これが場にある間、カード1枚を購入するとき、コイントークン1枚を得る。
Korean 상인조합 (pron. sang-injohab)
Polish Gildia kupców Although Polish version is not released,
this name is referred to in Polish Dominion 2E rulebook.
Russian Купеческая Гильдия
(pron. kupyecheskaya gil'diya)

[edit] Trivia

Official card art.

[edit] Secret History

This started out thinking it could cost $4, like BridgeBridge.jpg. As it turned out, it could not.

[edit] Errata

The fix to Merchant Guild preserves its existing functionality, as well as possible. The intention of the Coffers change was not to make cards turn into different cards; Merchant Guild would still like to be Merchant Guild.


I changed the rules for Coffers, so that you can spend them whenever. This is way better. It had two casualties: PatronPatron.jpg and Merchant Guild. So I changed both cards. While I was changing Merchant Guild, I switched it to when-gain, since I was changing it anyway, and this is what I would be printing today. Casual players often don't distinguish between gains and buys.


Cards $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Combos and Counters Masterpiece/Feodum
Other concepts CoffersOverpayNaming cards
Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 FarmFarm.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg $6 HaremHarem.jpg
Seaside $2 HavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpg $3 AstrolabeAstrolabe.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgMonkeyMonkey.jpgSea ChartSea Chart.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 BlockadeBlockade.jpgCaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgSailorSailor.jpgSalvagerSalvager.jpgTide PoolsTide Pools.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgCorsairCorsair.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgPiratePirate.jpgSea WitchSea Witch.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Removed cards: $2 EmbargoEmbargo.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpg $4 NavigatorNavigator.jpgPirate ShipPirate Ship.jpgSea HagSea Hag.jpg $5 ExplorerExplorer.jpgGhost ShipGhost Ship.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 AnvilAnvil.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgClerkClerk.jpgInvestmentInvestment.jpgTiaraTiara.jpgMonumentMonument.jpgQuarryQuarry.jpgWorker's VillageWorker's Village.jpg $5 CharlatanCharlatan.jpgCityCity.jpgCollectionCollection.jpgCrystal BallCrystal Ball.jpgMagnateMagnate.jpgMintMint.jpgRabbleRabble.jpgVaultVault.jpgWar ChestWar Chest.jpg $6 HoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Removed cards: $3 LoanLoan.jpgTrade RouteTrade Route.jpg $4 TalismanTalisman.jpg $5 ContrabandContraband.jpgCounting HouseCounting House.jpgMountebankMountebank.jpgRoyal SealRoyal Seal.jpgVentureVenture.jpg $6 GoonsGoons.jpg
Cornucopia & Guilds $2 Candlestick MakerCandlestick Maker.jpgHamletHamlet.jpg $2plus FarrierFarrier.jpgStonemasonStonemason.jpg $3 MenagerieMenagerie.jpgShopShop.jpg $3plus InfirmaryInfirmary.jpg $4 AdvisorAdvisor.jpgFarmhandsFarmhands.jpgPlazaPlaza.jpgRemakeRemake.jpgYoung WitchYoung Witch.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgCarnivalCarnival.jpgFerrymanFerryman.jpgFootpadFootpad.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpgJourneymanJourneyman.jpgJoustJoust.jpg (Rewards: CoronetCoronet.jpgCourserCourser.jpgDemesneDemesne.jpgHousecarlHousecarl.jpgHuge TurnipHuge Turnip.jpgRenownRenown.jpg)• Merchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg $6 FairgroundsFairgrounds.jpg
Removed cards: $3 Fortune TellerFortune Teller.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgTaxmanTaxman.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) $5 HarvestHarvest.jpg
Hinterlands $2 CrossroadsCrossroads.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgGuard DogGuard Dog.jpgOasisOasis.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNomadsNomads.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpgTrailTrail.jpgWeaverWeaver.jpg $5 BerserkerBerserker.jpgCartographerCartographer.jpgCauldronCauldron.jpgHagglerHaggler.jpgHighwayHighway.jpgInnInn.jpgMargraveMargrave.jpgSoukSouk.jpgStablesStables.jpgWheelwrightWheelwright.jpgWitch's HutWitch's Hut.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Removed cards: $2 DuchessDuchess.jpg $3 OracleOracle.jpg $4 Noble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpg $5 CacheCache.jpgEmbassyEmbassy.jpgIll-Gotten GainsIll-Gotten Gains.jpgMandarinMandarin.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Adventures $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events: $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgFieldThe Field's Gift.jpgFlameThe Flame's Gift.jpgForestThe Forest's Gift.jpgMoonThe Moon's Gift.jpgMountainThe Mountain's Gift.jpgRiverThe River's Gift.jpgSeaThe Sea's Gift.jpgSkyThe Sky's Gift.jpgSunThe Sun's Gift.jpgSwampThe Swamp's Gift.jpgWindThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Renaissance $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects: $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Menagerie $2 Black CatBlack Cat.jpgSleighSleigh.jpgSuppliesSupplies.jpg $3 Camel TrainCamel Train.jpgGoatherdGoatherd.jpgScrapScrap.jpgSheepdogSheepdog.jpgSnowy VillageSnowy Village.jpgStockpileStockpile.jpg $3star HorseHorse.jpg $4 Bounty HunterBounty Hunter.jpgCardinalCardinal.jpgCavalryCavalry.jpgGroomGroom.jpgHostelryHostelry.jpgVillage GreenVillage Green.jpg $5 BargeBarge.jpgCovenCoven.jpgDisplaceDisplace.jpgFalconerFalconer.jpgGatekeeperGatekeeper.jpgHunting LodgeHunting Lodge.jpgKilnKiln.jpgLiveryLivery.jpgMastermindMastermind.jpgPaddockPaddock.jpgSanctuarySanctuary.jpg $5star FishermanFisherman.jpg $6star DestrierDestrier.jpgWayfarerWayfarer.jpg $7star Animal FairAnimal Fair.jpg
Events: $0 DelayDelay.jpgDesperationDesperation.jpg $2 GambleGamble.jpgPursuePursue.jpgRideRide.jpgToilToil.jpg $3 EnhanceEnhance.jpgMarchMarch.jpgTransportTransport.jpg $4 BanishBanish.jpgBargainBargain.jpgInvestInvest.jpgSeize the DaySeize the Day.jpg $5 CommerceCommerce.jpgDemandDemand.jpgStampedeStampede.jpg $7 ReapReap.jpg $8 EnclaveEnclave.jpg $10 AllianceAlliance.jpgPopulatePopulate.jpg
Ways: ButterflyWay of the Butterfly.jpgCamelWay of the Camel.jpgChameleonWay of the Chameleon.jpgFrogWay of the Frog.jpgGoatWay of the Goat.jpgHorseWay of the Horse.jpgMoleWay of the Mole.jpgMonkeyWay of the Monkey.jpgMouseWay of the Mouse.jpgMuleWay of the Mule.jpgOtterWay of the Otter.jpgOwlWay of the Owl.jpgOxWay of the Ox.jpgPigWay of the Pig.jpgRatWay of the Rat.jpgSealWay of the Seal.jpgSheepWay of the Sheep.jpgSquirrelWay of the Squirrel.jpgTurtleWay of the Turtle.jpgWormWay of the Worm.jpg
Allies $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
Plunder $2 CageCage.jpgGrottoGrotto.jpgJewelled EggJewelled Egg.jpgSearchSearch.jpgShamanShaman.jpg $3 Secluded ShrineSecluded Shrine.jpgSirenSiren.jpgStowawayStowaway.jpgTaskmasterTaskmaster.jpg $4 AbundanceAbundance.jpgCabin BoyCabin Boy.jpgCrucibleCrucible.jpgFlagshipFlagship.jpgFortune HunterFortune Hunter.jpgGondolaGondola.jpgHarbor VillageHarbor Village.jpgLanding PartyLanding Party.jpgMapmakerMapmaker.jpgMaroonMaroon.jpgRopeRope.jpgSwamp ShacksSwamp Shacks.jpgToolsTools.jpg $5 Buried TreasureBuried Treasure.jpgCrewCrew.jpgCutthroatCutthroat.jpgEnlargeEnlarge.jpgFigurineFigurine.jpgFirst MateFirst Mate.jpgFrigateFrigate.jpgLongshipLongship.jpgMining RoadMining Road.jpgPendantPendant.jpgPickaxePickaxe.jpgPilgrimPilgrim.jpgQuartermasterQuartermaster.jpgSilver MineSilver Mine.jpgTricksterTrickster.jpgWealthy VillageWealthy Village.jpg $6 Sack of LootSack of Loot.jpg $7 King's CacheKing's Cache.jpg $7star Loots (AmphoraAmphora.jpgDoubloonsDoubloons.jpgEndless ChaliceEndless Chalice.jpgFigureheadFigurehead.jpgHammerHammer.jpgInsigniaInsignia.jpgJewelsJewels.jpgOrbOrb.jpgPrize GoatPrize Goat.jpgPuzzle BoxPuzzle Box.jpgSextantSextant.jpgShieldShield.jpgSpell ScrollSpell Scroll.jpgStaffStaff.jpgSwordSword.jpg)
Events: $1 BuryBury.jpg $2 AvoidAvoid.jpgDeliverDeliver.jpgPerilPeril.jpgRushRush.jpg $3 ForayForay.jpgLaunchLaunch.jpgMirrorMirror.jpgPreparePrepare.jpgScroungeScrounge.jpg $4 MaelstromMaelstrom.jpgJourneyJourney.jpg $6 LootingLooting.jpg $10 InvasionInvasion.jpgProsperProsper.jpg
Traits: CheapCheap.jpgCursedCursed.jpgFatedFated.jpgFawningFawning.jpgFriendlyFriendly.jpgHastyHasty.jpgInheritedInherited.jpgInspiringInspiring.jpgNearbyNearby.jpgPatientPatient.jpgPiousPious.jpgRecklessReckless.jpgRichRich.jpgShyShy.jpgTirelessTireless.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgMarchlandMarchland.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $4 PotionPotion.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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