Dominion Cards

DARK AGES

  • Bandit Camp - needs Spoils cards
  • Beggar - needs another attack card
  • Catacombs - needs a card that allows you to trash cards
  • Cultist - needs Ruins cards (10 ruin cards per player), needs a card that allows you to trash cards
  • Death Cart - needs Ruins cards (10 ruins cards per player)
  • Feodum - needs a card that allows you to trash cards
  • Fortress - needs a card that allows you to trash cards
  • Grave Robber - needs a card that allows you to trash cards
  • Hermit - needs Madman cards
  • Hunting Grounds - needs a card that allows you to trash cards
  • Market Square - needs a card that allows you to trash cards
  • Maurader - needs Spouls cards and Ruins cards
  • Rats - needs a card that allows you to trash cards
  • Rogue - needs a card that allows you to trash cards
  • Squire - needs a card that allows you to trash cards
  • SHELTER - Overgrown Estate: needs a card that allows you to trash cards
  • Urchin - needs another type of attack card and Mercenary cards
  • Vagrant - needs curse, ruins, or shelter

SHELTER CARDS:

If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting Estates - each player's starting deck is seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate. If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the

Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.

KNIGHTS:

If the Knights Kingdom card pile is being used, shuffle the Knights before the game, and place the pile face down with the top card face up. The pile does not get a token for Trade Route (from Prosperity), even if the top Knight is a Victory card.

SPECIAL CARDS:

Six cards in Dark Ages are never part of the Supply: Spoils, Madman, Mercenary, and the three Shelters: Hovel, Necropolis, and Overgrown Estate. Keep these cards handy for when they are needed. These cards cannot be bought, and cannot be gained by cards that gain cards from the Supply, such as Armory. They cannot be returned to the Supply with Ambassador (from Seaside).They can end up in the trash if something trashes them. These piles being empty does not count towards the end condition for the game, or towards the count of empty piles for City (fromProsperity).

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Cards that allow you to trash cards:

  • Chapel (Dominion)
  • Moneylender (Dominion, copper only)
  • Remodel (Dominion)
  • Mine (Dominon, treasure only)
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  • Develop (Hinterlands)
  • Jack of all Trades (Hinterlands)
  • Noble Brigand (Hinterlands)
  • Spice Merchant (Hinterlands - Treasure only)
  • Trader (Hinterlands)
  • Farmland (Hinterlands)
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  • Alter (Dark Ages)
  • Count (Dark Ages)
  • Counterfeit (Dark Ages, treasure only)
  • Death Cart (Dark Ages, action only)
  • Forager (Dark Ages)
  • Hermit (Dark Ages)
  • Junk Dealer (Dark Ages)
  • Knights
  • Mercenary (Dark Ages)
  • Procession (Dark Ages, action only)
  • Rebuild (Dark Ages)

DOMINION

  • Witch - needs Curse cards

HINTERLANDS

  • Ill Gotten Gains - needs Curse cards