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Dominion: Adventures

Expansion for DominionExpansion for Dominion: IntrigueExpansion for Het Koninkrijk Dominion
Expansions
Dominion: Summon Promo Card

Dominion: Adventures Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparation
  • Card Types
  • Tokens
  • Sample Turn
  • Kingdom Card Notes
  • Event Notes
  • Upgrade Card Notes
  • Recommended Sets of 10

Contents

400 cards

  • 304 Kingdom cards
    • 10 each of Amulet, Artificer, Bridge Troll, Caravan Guard, Coin of the Realm, Dungeon, Duplicate, Gear, Giant, Guide, Haunted Woods, Hireling, Lost City, Magpie, Messenger, Miser, Page, Peasant, Ranger, Ratcatcher, Raze, Relic, Royal Carriage, Storyteller, Swamp Hag, Transmogrify, Treasure Trove, Wine Merchant
    • 12 each of Distant Lands and Port
  • 30 Randomizer cards
  • 20 Event cards
  • 40 Other cards
    • 5 each of Treasure Hunter, Warrior, Hero, Champion, Soldier, Fugitive, Disciple, Teacher
    • 6 Blanks
  • 1 Tavern mat and 10 tokens in 6 colors
  • 1 Plastic organizer tray
  • 1 Organizing inlay
  • 1 Rule Booklet

Preparation

Adventures includes 30 randomizer cards (one for each Kingdom card) and 20 Event cards. Players will need the Treasure cards, Victory cards, Curse cards, and Trash mat/card from either Dominion or Base Cards (or older editions of Intrigue) and the rules from Dominion to play with this expansion. As with previous Dominion games, players must choose 10 sets of Kingdom cards for each game. If players choose the random approach for choosing sets, they should shuffle the randomizer cards from this expansion with those of any other Dominion games they choose to play with.

Event cards can be shuffled into the randomizer deck, or kept as their own deck, with other "sideways" cards, like Projects from Renaissance and Landmarks from Empires. If you put them in their own deck, deal out one or two per game. If you shuffle them into the randomizer deck, we recommend playing with no more than two of them per game. Events are not Kingdom cards; you still use a full 10 kingdom cards when playing with Events.

If Page or Peasant is being used in a game, take the cards that they upgrade into (for Page: Treasure Hunter, Warrior, Hero, and Champion; for Peasant: Soldier, Fugitive, Disciple, and Teacher) and put them near the Supply. They can be in a single pile or multiple piles, depending on player preferences and table space. If any tokens are being used, get them out of the box and keep them handy. If Miser or any Reserve cards are being used, get out the Tavern mats and give one to each player.

Card Types

Adventures has Duration cards, previously introduced in Seaside. Duration cards are orange, and have an ability that does something on a future turn. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a Duration card is played multiple times by a card such as Disciple or Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple 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 (older cards and this turn's cards).

Adventures has Reserve cards. Reserve cards are tan, and have an ability that puts them on the Tavern mat. Each player has their own Tavern mat. Most Reserve cards have an ability that "calls" the card. This moves the card into play at a certain time, optionally, and causes it to do something then. Playing a Reserve card does the part of the card's text that is above the dividing line, which includes putting it on the Tavern mat; then it sits on the Tavern mat for as many turns as desired, doing nothing; then it may be called into play at the time stated below the dividing line, to do whatever it says. For example Ratcatcher gives +1 Card +1 Action when played, and goes on the Tavern mat; on some future turn, at the start of the turn, the player can move Ratcatcher into play to trash a card from their hand. Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played. Reserve cards are discarded during Clean-up normally on the turn they are called. A couple Reserve cards are not called; Distant Lands just stays on the mat, while Wine Merchant has a special condition in order to get it off of the mat. Cards on Tavern mats are not in play, but Reserve cards that have been called this turn are in play. So for example Pilgrimage cannot gain copies of cards on the Tavern mat, but can gain copies of Reserve cards called into play the same turn. Cards on Tavern mats are included in decks when scoring at the end. Calling Reserve cards is not playing an Action, and does not reduce how many Actions the player may play on their turn; for example a player could start a turn by calling two Ratcatchers, then continue their turn by playing a Ranger from hand. Playing a Reserve card other than Coin of the Realm is playing an Action and does reduce how many more Actions a player may play that turn, like other Actions.

Adventures has Event cards. These are not Kingdom cards. In your Buy phase, when you can buy a card, you can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in their deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and +1 coin available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag. Costs of Events are not affected by cards like Bridge Troll.

Adventures has Traveller cards. These cards have an arrow over the text box to remind players of their ability to upgrade into another card. When a player discards a Traveller from play, they may exchange it for the card indicated; they return the card being exchanged to its pile, take the card they are exchanging it for, and put that card into their discard pile. For example when exchanging Peasant for Soldier, they put Peasant back into its pile and take a Soldier and put it into their discard pile. Exchanging is not trashing or gaining, and so does not trigger abilities like Travelling Fair's. It is optional. It only happens when the card is discarded from play; discarding it from hand, such as due to not playing it, will not trigger it. It only happens if the card being exchanged for has any copies available; if there are no Soldiers in the pile, Peasant cannot be exchanged at that time. If multiple cards do something when discarded from play, the player picks the order; for example, with no Soldiers left in the pile, a player with Peasant and Soldier in play could first exchange Soldier for Fugitive, then exchange Peasant for that Soldier. Page and Peasant are Kingdom cards that are Travellers. Page is exchanged for Treasure Hunter, which is exchanged for Warrior, which is exchanged for Hero, which is exchanged for Champion; Peasant is exchanged for Soldier, which is exchanged for Fugitive, which is exchanged for Disciple, which is exchanged for Teacher. Champion and Teacher are not Travellers; they cannot be exchanged for anything. Page and Peasant can be bought or otherwise gained when being used in a game, but the other cards cannot, they are not in the Supply. When a non-Supply pile is empty, that does not count as an empty pile for the game ending condition or for cards like City (from Prosperity).

Tokens

Adventures has 10 tokens in each of 6 player colors. These are used with some Kingdom cards and Events. Tokens are counter-limited; there is just one of each per player, and players can never have more.

Some tokens go on Action Supply piles. When gaining a card from a pile with a token on it, just tilt the card being taken to slide the tokens back onto the pile. The tokens still function on empty piles, and may be placed on empty piles. You can track what the empty pile was with its randomizer card turned sideways. Multiple tokens may be on the same pile; for example the green player might have a +1 Action and +1 Card token on a pile, while the blue player had a +1 Action token on the same pile. When multiple tokens are on a pile, they all function; the green player in that example would get both +1 Action and +1 Card when playing a card from that pile, in addition to the card's normal effects.

Four tokens give +1 of something - +1 Action, +1 Buy, +1 Card, +1 coin. These tokens go on Action Supply piles. When the player whose token it is plays a card from that pile, that player first gets the bonus. For example a player with their +1 Action token on the Ranger pile will get +1 Action every time they play a Ranger. A Duration card still just gives the bonus when played, not on the next turn. These tokens are used by Teacher and four Events: Lost Arts, Seaway, Pathfinding, and Training.

The -2 cost token also goes on an Action Supply pile. It reduces the cost of cards from that pile on a particular player's turn. The -2 cost token lowers costs for all purposes; for example with a -2 cost token on Gear, a player could Transmogrify Copper into Gear. The -2 cost token does not lower costs below 0 coins. This token is placed with Ferry.

The Trashing token also goes on an Action Supply pile. This token lets a player trash a card from their hand when gaining a card from that pile. This token is placed with Plan.

The large -1 Card token is placed onto a player's deck by Relic, Borrow, or Raid. It causes the player to draw one less card the next time they draw cards, and remove the token. This will reduce a regular draw of a new hand of 5 cards to 4 cards, or reduce the drawing from playing Actions or other effects. The token only has that effect once; then it is removed, and the player draws normally until the next time they have the token on their deck. The token only applies to draws; it does not affect revealing cards, nor does revealing cards remove the token (reveal the cards, then replace the token). The token applies to every card that says "+Cards" or "draw" and to no other cards; except, the promotional card Envoy says "draw the rest" when it should say "put the rest into your hand;" it is not affected by the token. The token can go on an empty deck; it still applies. There is only one token per player; a player who already has the token on their deck is not further affected by being instructed to put the token there. Cards that draw up to a number of cards, such as Watchtower from Prosperity, skip a draw, removing the token, and then keep going, so that the token essentially did nothing.

The large -1 coin token is placed in front of a player by Bridge Troll and Ball. It causes the player to get 1 less coin the next time they get coins; for example if the next coin the player gets is from playing a Gold, instead of 3 coins they would have 2 coins. It is not removed by getting +0 coins, such as by playing Miser and choosing +1 coin per Copper but having no Coppers on the Tavern mat. It applies to any source of coins, such as Treasures, Action effects, and other effects like Borrow. It only applies once and then is removed, until the next time the player is given the token. There is only one token per player; a player who already has the token is not further affected by being instructed to take the token.

The Journey token is face up at the start of a game. It can be turned over by Ranger, Giant, and Pilgrimage. They turn over the token and then check to see if it is face up or not, and do something based on that. The token can be turned face down with one effect and then face up with another.

The Estate token is used by Inheritance to mark the card that a player's Estates play. Once Inheritance is used, the token sits on a card near a player's play area (but not in play).

Sample Turn

At the start of Liisa's turn in a game with Matthew, she has a hand of Gold, Copper, Curse, Province, Province. She also has two Transmogrifies and a Guide on her Tavern mat, and two Amulets and a Bridge Troll in play from her previous turn.

First she resolves one Amulet to trash the Curse from her hand. Then she calls Guide, discarding her hand and drawing Port, Artificer, Bridge Troll, Copper, and Gold.

She calls a Transmogrify to trash Port and gain an Artificer, putting it into her hand. Then she resolves the second Amulet, getting +1 coin, and the Bridge Troll, getting +1 Buy.

She plays Artificer. She has a +1 Card token on the Artificer pile, so she draws a card, which is a Curse. Then she resolves Artificer, drawing a Gold and getting +1 Action and +1 coin. She decides to discard two cards to it, Curse and Copper, and gains a Silver (which costs 2 coins due to her Bridge Troll), putting it on top of her deck.

Then she plays her other Artificer. First she draws a card due to the +1 Card token; it is the Silver she put on top. Then she draws another card, a Guide, and gets +1 Action and +1 coin. She does not discard any cards this time, and chooses not to gain a card for 0 coins.

She plays the Guide, drawing a Copper, getting +1 Action, and putting the Guide on her Tavern mat. Then she plays Bridge Troll. Matthew takes his -1 coin token, and Liisa gets another +1 Buy. She plays the Treasures from her hand - two Golds, a Silver, and a Copper. She has 12 coins to spend, with three Buys. She buys a Province for 6 coins (due to two Bridge Trolls), a Duchy for 3 coins, and pays 3 coins for an Expedition (which is not affected by the Bridge Trolls).

She discards all of her cards from play except the Bridge Troll she played this turn (the Guide she played remains on her Tavern mat, as does the Transmogrify that she did not call). She draws a new hand of 7 cards (2 extra due to the Expedition) and is done.

Kingdom Card Notes

Amulet: You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.

Artificer: First you get +1 Card, +1 Action, and +1 coin. Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 coin per card discarded. For example if you discarded two cards; you may gain a card costing 2 coins; if you discard no cards, you may gain a card costing 0 coins. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards.

Bridge Troll: This gives each other player their -1 coin token, which will cause those players to get 1 less coin the next time they get coins; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn, and lowers costs of cards by 1 coin on both of those turns (but not to less than 0 coins). The cost lowering applies to cards everywhere, including cards in the Supply, in hands, and in decks. It's cumulative; for example if you play two Bridge Trolls, and on your next turn play another Bridge Troll, then Duchy would cost 2 coins.

Caravan Guard: This gives you +1 Card and +1 Action when you play it, and then +1 coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get +1 coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during their turn. Similarly if a token gives you +1 coin or +1 Buy during another player's turn, that still does not let you buy cards during their turn (although +1 coin can cancel the -1 coin token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.

Coin of the Realm: This is a Treasure worth 1 coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not make 1 coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.

Distant Lands: This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 victory points if it is on your mat, or 0 victory points if it is not. It counts as part of your deck either way (for example it can contribute to how many victory points a Gardens is worth).

Dungeon: When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you draw 2 cards and discard 2 cards.

Duplicate: When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 coins, and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.

Gear: You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.

Giant: At the start of the game, your Journey token is face up. When you play this, you turn it over. Then if it is face down, you get +1 coin and nothing more happens. If it is face up, you get +5 coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of their deck, and either trashes it if it costs from 3 coins to 6 coins, or discards it and gains a Curse otherwise. If they have no cards (even after shuffling) they gain a Curse. Cards with a red octagon or a Potion symbol in the cost (from other expansions) do not cost from 3 coins to 6 coins. Cards with an asterisk or + by the cost that cost from 3 coins to 6 coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing +1 coin this time.

Guide: When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. It is discarded that turn with your other cards in play.

Haunted Woods: Playing this sets up two effects for the future: you'll draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they gain a card they bought. A player might not have any cards left in hand when buying a card. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put their hand on their deck. Players who do not buy any cards can discard their hand normally. Gaining a card via playing a card, like Treasure Trove, or via buying an Event, like Alms, does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission, you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.

Hireling: After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.

Lost City: When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.

Magpie: If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.

Messenger: When you play this, you get +1 Buy, +2 coins, and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you gain Messenger, if it's your Buy phase and Messenger is the first card you gained in it, you gain a card costing up to 4 coins from the Supply, putting it into your discard pile, and then each other player in turn order gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.

Miser: You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get +1 coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.

Page: See the Card Types section on Travellers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.

Peasant: See the Card Types section on Travellers. When you play Peasant, you get +1 Buy and +1 coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.

Port: When you gain a Port, you gain a 2nd copy; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile.

Ranger: At the start of the game, your Journey token is face up. When you play this, you get +1 Buy, and turn it over. Then if it is face down, that is it, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play one, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.

Ratcatcher: When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, it moves from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.

Raze: If you trash a card costing 0 coins with this, you do not get any cards. If you trash a card costing 1 coin or more, you look at a number of cards from the top of your deck equal to the cost in coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze. If you trash a card with a red octagon or a Potion symbol in the cost (from other expansions), you get nothing for those symbols.

Relic: This is a Treasure worth 2 coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put their -1 Card token on their deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts their -1 Card token on their deck.

Royal Carriage: When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.

Storyteller: This lets you play Treasures in your Action phase. They go into play and produce coins, just like Treasures played in the Buy phase. Then you draw a card, and Storyteller turns all of your coins into +Cards; for each 1 coin you have you lose the 1 coin and get +1 Card. For example if you had 4 coins, you lose the 4 coins and draw 4 cards. This makes you lose all coins you have so far that turn, however you got it. You can track that the Treasures have been "spent" by putting them under the Storyteller. A Potion, produced by Potions from Alchemy, is not a coin and so is not lost and does not get you any cards.

Swamp Hag: Playing this sets up two effects for the future: you'll get +3 coins at the start of your next turn; and until then, other players will gain a Curse whenever they gain a card they bought. Players who buy multiple cards will gain a Curse per card; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards; for example using Alms to gain a Silver does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission, you will get +3 coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.

Treasure Trove: This is a Treasure worth 2 coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.

Transmogrify: When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing more, or the same amount, or less; you may trash a card to gain a copy of the same card.

Wine Merchant: When you play this, you get +1 Buy and +4 coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 coins or more that you did not spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you do not need 2 coins per Wine Merchant, just 2 coins total.

Event Notes

Alms: You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 coins. The gained card comes from the Supply and is put into your discard pile.

Ball: When you buy this, you take your -1 coin token, which will cause you to get 1 less coin the next time you get coins; see the Tokens section. Then you gain 2 cards, each costing up to 4 coins. They can be 2 copies of the same card, or 2 different cards.

Bonfire: This only trashes Coppers you have in play. This does not remove the 1 coin you got from playing those Coppers. For example, with 5 Coppers in play and two Buys, you could pay 3 coins for a Bonfire to trash two of the Coppers, then spend the other 2 coins on a Peasant.

Borrow: You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get +1 coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.

Expedition: This increases the number of cards you draw in Clean-up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.

Ferry: When you buy this, you move your -2 cost token to any Action Supply pile. This token makes cards from that pile cost 2 coins less, but not less than 0 coins, on your turns; see the Tokens section.

Inheritance: You can only buy this once per game. When you do, set aside a non-Command Action card from the Supply that costs up to 4 coins, and put your Estate token on it. This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, on your turns, Estates are also Command Action cards (in addition to still being Victory cards), and when you play one, it plays the card you set aside, leaving it set aside. If that effect tries to move the set aside card, it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play. Leave the Estate in play until the Clean-up of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a Duration card, it will stay out like the Duration card would have, and if the card is something like Throne Room and used to play a Duration card, it will stay out the same way Throne Room itself would have. If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it. All Estates are affected, including ones in the Supply and ones other players have; for example this means you could gain one with Seaway. The set aside card does not need to continue costing 4 coins or less; it only has to when Inheritance is bought. The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including Band of Misfits, Overlord, and Captain.

Lost Arts: When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.

Mission: You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travellers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.

Pathfinding: When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.

Pilgrimage: At the start of the game, your Journey token is face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and then gain a copy of each in any order. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.

Plan: When you buy this, you move your Trashing token to any Action Supply pile. This token will let you trash a card from your hand when gaining a card from that pile; see the Tokens section.

Quest: You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.

Raid: This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there are not enough left, just take what is left. Then each other player puts their -1 Card token on top of their deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.

Save: You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.

Scouting Party: When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards, you still discard 3; if there are 3 or fewer cards, they are all discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.

Seaway: When you buy this, first you gain an Action card costing up to 4 coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he is on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.

Trade: You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.

Training: When you buy this, you move your +1 coin token to any Action Supply pile. This token gives you +1 coin whenever you play a card from that pile; see the Tokens section.

Travelling Fair: When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travellers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.

Upgrade Card Notes

See the New Card Types section. These cards are not Supply cards, and each can only be obtained by exchanging the appropriate card (starting with Page or Peasant).

Champion: Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.

Disciple: Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Disciplied Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.

Fugitive: When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.

Hero: The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.

Soldier: This gives +2 coins, and then an additional +1 coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get +2 coins and that opponent will discard a card, then you will get +2 coins and an extra +1 coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra +1 coin, because there is no other Attack card in play. Duration Attacks played on your previous turn are Attack cards in play and so do count for Soldier.

Teacher: When you play this, put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or +1 coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your -2 cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as a VP token on Temple (from Empires). It is okay if you have an Estate token on a card set aside from that pile.

Treasure Hunter: This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.

Warrior: Each player, in turn order, discards the appropriate number of cards from the top of their deck, trashing the ones costing 3 coins or 4 coins. If Warrior is your only Traveller in play, each other player will only discard and potentially trash one card. If you for example have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 coins or exactly 4 coins. Cards with a red octagon or a Potion symbol in the cost (from other expansions) do not cost exactly 3 coins or 4 coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 coins or 4 coins). Champion and Teacher are not Travellers.

Recommended Sets of 10

Players can play Dominion with any set of 10 Kingdom cards, but these sets have been specially picked out to be entertaining and show off card interactions and strategies.

Adventures alone:

  • Gentle Intro: Scouting Party • Amulet, Distant Lands, Dungeon, Duplicate, Giant, Hireling, Port, Ranger, Ratcatcher, Treasure Trove
  • Expert Intro: Mission, Plan • Caravan Guard, Coin of the Realm, Haunted Woods, Lost City, Magpie, Peasant, Raze, Swamp Hag, Transmogrify, Wine Merchant

Adventures & Dominion:

  • Level Up: Training • Dungeon, Gear, Guide, Lost City, Miser • Market, Merchant, Militia, Throne Room, Workshop
  • Son of Size Distortion: Bonfire, Raid • Amulet, Duplicate, Giant, Messenger, Treasure Trove • Bandit, Bureaucrat, Gardens, Moneylender, Witch

Adventures & Intrigue:

  • Royalty Factory: Pilgrimage • Bridge Troll, Duplicate, Page, Raze, Royal Carriage • Conspirator, Courtier, Harem, Nobles, Swindler
  • Masters of Finance: Ball, Borrow • Artificer, Distant Lands, Gear, Transmogrify, Wine Merchant • Bridge, Pawn, Shanty Town, Steward, Upgrade

Adventures & Seaside:

  • Prince of Orange: Mission • Amulet, Dungeon, Haunted Woods, Page, Swamp Hag • Astrolabe, Caravan, Fishing Village, Merchant Ship, Sailor
  • Gifts and Mathoms: Expedition, Quest • Bridge Troll, Caravan Guard, Hireling, Lost City, Messenger • Blockade, Haven, Sailor, Salvager, Smugglers

Adventures & Alchemy:

  • Haste Potion: Plan • Magpie, Messenger, Port, Royal Carriage, Treasure Trove • Apprentice, Scrying Pool, Transmute, University, Vineyard
  • Cursecatchers: Save, Trade • Amulet, Bridge Troll, Caravan Guard, Peasant, Ratcatcher • Apothecary, Familiar, Golem, Herbalist, Philosopher's Stone

Adventures & Prosperity (use Platinum & Colony):

  • Last Will and Monument: Inheritance • Coin of the Realm, Dungeon, Messenger, Port, Relic • Bishop, Collection, Magnate, Monument, Vault
  • Think Big: Ball, Ferry • Distant Lands, Giant, Hireling, Miser, Storyteller • Expand, Hoard, King's Court, Peddler, War Chest

Adventures & Cornucopia/Guilds:

  • The Hero's Return: Travelling Fair • Artificer, Miser, Page, Ranger, Relic • Fairgrounds, Farming Village, Horse Traders, Jester, Menagerie
  • Seacraft and Witchcraft: Ferry, Seaway • *Guide, Peasant, Storyteller, Swamp Hag, Transmogrify, Wine Merchant • Fortune Teller, Hamlet, Horn of Plenty, Tournament, Young Witch (*Guide is the Bane)
  • Spendthrift: Lost Arts • Artificer, Gear, Magpie, Miser, Storyteller • Doctor, Masterpiece, Merchant Guild, Soothsayer, Stonemason
  • Queen of Tan: Pathfinding, Save • Coin of the Realm, Duplicate, Guide, Ratcatcher, Royal Carriage • Advisor, Butcher, Candlestick Maker, Herald, Journeyman

Adventures & Hinterlands:

  • Traders and Raiders: Raid • Haunted Woods, Lost City, Page, Port, Wine Merchant • Berserker, Guard Dog, Haggler, Spice Merchant, Trader
  • Journeys: Expedition, Inheritance • Bridge Troll, Distant Lands, Giant, Guide, Ranger • Cartographer, Crossroads, Highway, Inn, Trail

Adventures & Dark Ages (use Shelters):

  • Cemetery Polka: Alms • Amulet, Caravan Guard, Hireling, Peasant, Relic • Graverobber, Marauder, Procession, Rogue, Wandering Minstrel
  • Groovy Decay: Lost Arts, Pathfinding • Dungeon, Haunted Woods, Ratcatcher, Raze, Transmogrify • Cultist, Death Cart, Fortress, Knights, Rats

Adventures & Empires:

  • Area Control: Banquet, Keep • Capital, Catapult/Rocks, Charm, Crown, Farmers' Market • Coin of the Realm, Page, Relic, Treasure Trove, Wine Merchant
  • No Money No Problems: Bandit Fort, Mission • Archive, Encampment/Plunder, Royal Blacksmith, Temple, Villa • Dungeon, Duplicate, Hireling, Peasant, Transmogrify

Adventures & Nocturne:

  • Monster Mash: Quest • Bridge Troll, Giant, Messenger, Ratcatcher, Storyteller • Conclave, Guardian, Pixie, Vampire, Werewolf
  • Lost in the Woods: Pilgrimage • Caravan Guard, Guide, Haunted Woods, Hireling, Ranger • Blesssed Village, Druid (The Sky's Gift, The Field's Gift, The Sea's Gift), Fool, Sacred Grove, Tracker

Adventures & Renaissance:

  • Progress: Piazza • Training • Hireling, Ranger, Raze, Swamp Hag, Transmogrify • Experiment, Improve, Recruiter, Seer, Silk Merchant
  • Once Upon a Time: Innovation • Ferry • Distant Lands, Duplicate, Haunted Woods, Royal Carriage, Storyteller • Acting Troupe, Lackeys, Priest, Sculptor, Spices

Adventures & Menagerie:

  • Horse Feathers: Way of the Ox, Pilgrimage • Magpie, Ranger, Ratcatcher, Relic, Royal Carriage • Destrier, Displace, Falconer, Sleigh, Stockpile
  • Sooner or Later: Toil, Mission • Amulet, Caravan Guard, Dungeon, Giant, Raze • Barge, Gatekeeper, Groom, Mastermind, Village Green

Adventures & Allies:

  • Adventures in Pickpocketing: Gang of Pickpockets, Mission • Artificer, Duplicate, Lost City, Miser, Treasure Trove • Augurs, Bauble, Innkeeper, Modify, Specialist
  • Future Perfect: Market Towns, Seaway • Caravan Guard, Gear, Haunted Woods, Port, Transmogrify • Forts, Marquis, Sentinel, Skirmisher, Sycophant