Contents
- 1 Hinterlands Kingdom Cards Descriptions
- 1.1 Border Village
- 1.2 Farmland
- 1.3 Develop
- 1.4 Ill-Gotten Gains
- 1.5 Crossroads
- 1.5.1 Cache
- 1.5.2 The Map Maker
- 1.5.3 Crossroads
- 1.5.4 Develop
- 1.5.5 Duchess
- 1.5.6 Embassy
- 1.5.7 Farmland
- 1.5.8 The Jester’s Gold
- 1.5.9 Haggler
- 1.5.10 Now let’s talk about Highway.
- 1.5.11 Now let’s talk about Ill-gotten Gains.
- 1.5.12 Let’s talk about Inn
- 1.5.13 Jack Of All Trades
- 1.5.14 Mandarin
- 1.5.15 Margrave
- 1.5.16 The Sneaky Bandit
- 1.5.17 Nomad Camp
- 1.5.18 The Desert Oasis
- 2 Discover the Power of the Oracle Card
Hinterlands Kingdom Cards Descriptions
Border Village
When you gain Border Village, you may put the gained card onto your deck, on top of it, or discard it. Its flexibility allows you to choose the best option for your current strategy. It works particularly well with Action cards that grant additional actions, since you can play Border Village and gain a powerful card all in one turn. The versatility of Border Village makes it an excellent addition to any deck.
Farmland
Farmland is a unique card that combines victory points with trashing capabilities. When you play Farmland, you can trash a card from your hand and gain a victory card that costs up to 2 coins more. This allows you to upgrade your weaker cards into stronger ones while also adding valuable victory points to your deck. Farmland can be a crucial card in the late game when you need to improve your hand and maximize your victory points.
Develop
Develop lets you remodel your cards by either trashing them or upgrading them into more powerful versions. You can gain a new card from the supply that costs up to 3 coins more than the trashed card, or you can gain a new card of the same cost as the upgraded card. This gives you the flexibility to fine-tune your deck and adapt to changing game conditions. Develop is a strategic card that rewards careful planning and decision-making.
Ill-Gotten Gains
Ill-Gotten Gains is a treasure card with a twist. When you play Ill-Gotten Gains, you gain a copper for yourself, but your opponent also gains a curse. This means you are directly impacting your opponent’s deck composition while improving your own. Ill-Gotten Gains can be a high-risk, high-reward card, as the curse it gives your opponent can be detrimental to their strategy. Use this card wisely to gain an advantage while impeding your opponent’s progress.
Crossroads
Crossroads is a versatile card that gives you options based on the number of victory cards in your hand. If you have three or more victory cards in your hand when you play Crossroads, you gain four cards and an additional action. This allows you to quickly cycle through your deck and draw more cards, enabling powerful combos and maximizing your options. Crossroads is a great card for ensuring a steady flow of cards and keeping your hand full throughout the game.
Hey there! Let’s talk about Border Village. Normally, it costs , so you’ll get a card that costs up to along with it. However, if Border Village’s cost is different because of something like Highway, then that will change what you get (but it will also affect the other cards).
When you play Border Village, it goes straight to your discard pile. After that, you’ll gain the card that comes with it.
Cache
If you have less than two Copper, make sure to collect as many as you can.
The Map Maker
When you use this ability, you start by drawing a card. And then, you get to do the fun part – looking at the top 4 cards of your deck. But wait! If you don’t have 4 cards left in your deck, don’t worry. You can still look at as many cards as you have.
Now comes the tricky part. You have to decide which cards to keep and which ones to get rid of. You can choose to discard all of them, none of them, or any number in between. It’s completely up to you! Once you’ve made your decision, put the remaining cards back on top of your deck in any order you like. Just remember – you don’t have to show anyone the cards you’re putting back, except for the one that goes on top of your discard pile.
Crossroads
Let’s start by showing me your hand and drawing a card for each Victory card you have. Don’t worry, the cards you reveal will stay in your hand. Now, if this is the first time you’ve played a Crossroads this turn, you’ll get an extra boost of +3 Actions.
Keep in mind that any additional Crossroads you play this turn will give you more cards, but they won’t grant you any extra Actions. Oh, and if you happen to use a Throne Room card on a Crossroads, you’ll get to play it twice. The first time, you’ll get +3 Actions, but the second time won’t give you any additional Actions.
Develop
To start, I need to get rid of one card from my hand, if I can. If I do trash a card, I can then gain two new cards. One of these cards must cost exactly one more than the trashed card, and the other card must cost exactly one less.
I can choose the order in which I gain these cards from the Supply. I need to be mindful of any abilities tied to gaining the cards, resolving them in the same order. If one of the costs has no available card in the Supply, I can still gain the other card if possible.
Instead of adding the gained cards to my discard pile, I will put them on top of my deck. However, if the card I trash is a Copper, which costs , I won’t be able to gain a card with a cost of – (and will attempt to gain a card with a cost of ) instead.
Duchess
When you play Duchess, you and the other players get to peek at the top card of your deck. You can then decide if you want to keep it or get rid of it. If you decide to gain a Duchy card while playing with Duchess, you also have the option to gain a Duchess card to add to your discard pile.
Embassy
Let me explain how Silvers work in the game. Silvers are a type of currency that comes from the Supply and are placed in discard piles. Everyone needs to collect Silvers, so it’s not a choice. However, there might not be enough Silvers for everyone. In that case, we distribute them fairly by going in turn order, starting with the player whose turn it is.
Farmland
When you purchase this, you have to discard a card from your hand if you can. If you do, you get to acquire a card from the Supply that costs exactly one more than the discarded card, if possible.
If you don’t have any cards left in your hand to get rid of, you won’t discard or acquire a card. And if you did discard a card but there aren’t any cards in the Supply that cost exactly one more than that card, you won’t acquire a card.
This special power only works when you buy Farmland, not when you get it in some other way. Use 8 copies of Farmland when playing with 2 players, and 12 copies when playing with 3 or more players.
The Jester’s Gold
When you play the first Fool’s Gold in a turn, it’s worth #image.jpg, and any additional copies you play are worth #image.jpg. So if you play three of them, you’ll get #image.jpg+ #image.jpg+ #image.jpg, which adds up to in total.
Fool’s Gold can also be used as a Reaction. Whenever another player gains a Province, you have the option to discard Fool’s Gold from your hand and take a Gold from the Supply instead. You’ll put the Gold on top of your deck. It’s important to note that you can only use this ability if another player gains a Province, not if you gain one yourself.
Haggler
So, here’s how it works: whenever you buy a card, you get another one for free. But there’s a catch – the free card needs to be cheaper than the one you bought, and it can’t be a Victory card. Let’s say you buy a Province, you’ll also get a Gold thanks to Haggler.
Now, here’s the thing – you don’t have a choice. You have to take the free card. It comes from the Supply and goes into your discard pile. Just remember, Haggler will only give you an extra card when you’re buying a card, not when you’re getting a card in some other way (like using Haggler itself).
Here’s another scenario: let’s say there’s no cheaper card available in the Supply, like when you buy Copper. In that case, you won’t get a free card. And no, using Throne Room on Haggler won’t get you two free cards for each card you buy. There’s still only one Haggler in play. But hey, here’s some good news – the bonus adds up! If you have three Hagglers in play, you’ll get three more cards for each card you buy.
Now let’s talk about Highway.
When this special card, known as the Bridge, is in play, it has the power to reduce the cost of all other cards. This means that every card becomes less expensive, regardless of where it is located – whether it’s in the supply, in your hand, or in your deck.
Let me give you an example to illustrate this. Imagine you play the Highway card and then use the Develop card, which allows you to trash a Copper and gain an Estate. Normally, the Estate would cost #image.jpg, while the Copper would cost . However, because the Highway is in play, both cards become cheaper. The Estate now costs and the Copper still costs .
It’s worth mentioning that using the Throne Room card on the Highway does not further reduce the cost of cards. This is because there is only one copy of Highway in play. However, if you have multiple copies of Highway in play, the bonus stacks. For example, if you have three Highways in play, all cards will cost less (to a minimum of ).
Now let’s talk about Ill-gotten Gains.
So, when you play this card, you get a Copper. This Copper actually comes from the Supply and goes straight into your hand, so you can use it right away. But here’s the twist: when you gain Ill-Gotten Gains, every other player also ends up with a Curse card.
Now, these Curses also come from the Supply, but instead of going to your opponents’ hands, they go into their discard piles. There’s a catch, though. If there aren’t enough Curses to go around, they’ll be distributed to players one by one in the order of their turns. It’s like a game of musical chairs, but with Curses!
What’s interesting is that Ill-Gotten Gains isn’t actually categorized as an Attack card. So, the usual defenses like Moat won’t work against it. It’s kind of sneaky that way, slipping past your defenses and causing all sorts of shenanigans.
Let’s talk about Inn
When you acquire this ability, you get to go through the pile of cards that you have already used and shuffle as many of the special cards as you like back into the pile that you will be drawing from to play next. You don’t have to put any special cards back if you don’t want to.
If you want to, you can put the Inn card that you just got back into the pile of cards you will be drawing from next. The Inn card is a special card and it goes back into the pile. You have to show the cards that you decided to put back into the pile. It doesn’t matter what order you put the rest of the cards in the pile back in after you do this.
Jack Of All Trades
When you play this card, there are four things you do, and you don’t have to do the last one if you don’t want to. First, you get a Silver card from the Supply and put it in your discard pile.
Second, you look at the top card of your deck. You can either discard it or put it back on top. If you put it back on top and that makes you shuffle your deck, the Silver card will be shuffled in too.
Third, you draw cards from your deck until you have at least five cards in your hand. But if you already have five or more cards, you don’t get to draw any more at this time.
Fourth, you can choose a card from your hand to get rid of, but only if it’s not a Treasure card.
Mandarin
When you acquire this card, you must stack all of your Treasures from play on top of your deck in any order. You don’t need to reveal the specific order to other players. It’s important to note that you have to include all of your Treasures in this stacking process; you can’t leave any out.
This stacking rule only applies to Treasures that were already in play. It doesn’t affect unplayed Treasures that are still in your hand. So, if you have the #image.jpg card from playing your Treasures, you still get to keep it. For example, let’s say you have +1 Buy and you play four Golds. You then decide to purchase a Mandarin. In this case, you would place the Golds on top of your deck, and you would still have available to spend.
Margrave
When you play the game, it’s vital to understand that everyone must draw a card. You don’t have a choice in the matter. It’s not optional. And here’s something else to keep in mind: if you find yourself with only three cards or fewer after drawing, you don’t have to discard any of them. That’s right, you get to keep them all!
The Sneaky Bandit
When you play this card, you and the other players each reveal the top two cards of their deck. You have the power to choose which Silver or Gold card they revealed to trash, and they have to discard the remaining cards.
If any player fails to reveal a Treasure card at all, they get a Copper card from the Supply and add it to their discard pile. As for you, you get to take all of the trashed Silvers and Golds. It’s worth noting that this ability only works for trashing Silver or Gold cards and cannot be used on any other type of Treasure cards. Also, if you gain a Noble Brigand card without buying it, this ability will not take effect.
Noble Brigand is an Attack card, which means that when you play it, other players have the chance to respond with cards like Moat for protection. However, if you buy a Noble Brigand card instead of playing it, it does not count as “playing an Attack card,” so cards like Moat cannot be used to respond to it.
Nomad Camp
When you get this card, it goes right back to the top of your deck, not your discard pile, whether you bought it or obtained it in a different way.
The Desert Oasis
Discover the Power of the Oracle Card
When you draw an Oracle card, something magical happens. It’s as if the universe is reaching out to you, offering guidance and wisdom. As you hold the card in your hand, you can feel its energy pulsating, ready to reveal its secrets.
The Oracle card is a powerful tool that allows us to tap into our intuition and connect with the divine. With each card we draw, we gain insight into ourselves and the world around us. It’s like having a direct line to the universe, a way to access the knowledge and wisdom that resides within us.
But the Oracle card is more than just a tool for divination. It is a mirror that reflects our innermost thoughts and feelings. It reveals the patterns and beliefs that shape our lives, giving us the opportunity to break free from negative cycles and create a new reality.
When we draw an Oracle card, we are invited to take a journey of self-discovery. We are encouraged to explore our dreams and desires, our fears and insecurities. It is a chance to gain clarity and perspective, to find the answers we seek.
Each Oracle card has its own unique message, its own distinct energy. Some cards may offer guidance and support, while others may challenge us to confront our fears and step out of our comfort zone. But no matter the message, each card is a gift, a treasure waiting to be uncovered.
So the next time you draw an Oracle card, take a moment to pause and reflect. Allow the wisdom of the card to wash over you, to guide you on your journey. Embrace the power of the Oracle card and watch as it transforms your life.
Oracle
Let’s start by revealing the top two cards from our decks, you and I. Now, we have a choice – either discard both cards or put them back on top of our decks. It’s up to you to decide.
If you decide to put the cards back, you can arrange them in any order you like, and you don’t have to tell anyone the order you choose. Once that’s done, it’s time to draw two cards. So, if you put the revealed cards back, you’ll end up drawing them again.
The Game Plan
When you play this card, you get to draw another card, gain an extra action, and set up a special effect that will happen later in the turn. Plus, if you ever discard an Action card from play, you can put it right back on top of your deck!
The Action card that you can put back on your deck can be Scheme itself, or any other Action card that you’ve played. It doesn’t matter if you played the Scheme before or after the other card. And here’s the really cool part – the more Schemes you play, the more cards you can put back on your deck! If you play two Schemes, or if you Throne Room a Scheme, you can put up to two discarded Action cards on top of your deck. And you can keep going like that, putting more and more cards back on your deck!
Silk Road
Hey there! Let’s talk about Silk Roads. These cards are pretty important in the game. They have a special value, which depends on how many Victory cards I have. Here’s the deal – if I have 11 or more Victory cards, Silk Road is worth 2 points. But if I have less than 11 Victory cards, Silk Road is worth just 1 point.
Now, when we’re playing with 2 players, we need 8 Silk Road cards. But if we have 3 or more players, we need 12 Silk Road cards. That’s because we want to make sure everyone has a fair chance to get their hands on these cards.
Oh, and one more thing…
Have you heard about the Spice Merchant? It’s another card that can spice up the game (pun intended!). This card lets you make some tricky choices. You can either trash it to gain 2 cards and 1 Action, or you can use it to gain 2 coins and 1 Buy. It’s all about finding the right balance and figuring out what works best for you.
When it comes to playing Dominion, there’s a really cool card called the Stables. Let me break it down for you.
First, you have the option to discard a Treasure card from your hand. Keep in mind, this is totally up to you. If you decide to go for it, you’ll have to choose between two different rewards.
The first choice is to draw two extra cards and get one additional action. This can really boost your hand and give you more options for your next turn.
The second option is to gain a +1 Buy and +. This can be really helpful if you’re looking to buy more cards or make some big purchases.
So, in a nutshell, the Stables card gives you the flexibility to sacrifice a Treasure card for some powerful benefits. It’s all about weighing the pros and cons and making the best decision for your strategy.
Stables
If you want to, you can choose to get rid of a Treasure card that you have in your hand (but you don’t have to). If you do decide to discard one, then you’ll get the benefit of drawing 3 more cards and gaining an additional action. It’s important to note that you draw the new cards after you discard, so if you end up needing to shuffle your deck to get those 3 cards, the discarded card will end up back in your deck.
The Merchant
When you play this card, you have to get rid of one from your hand. But don’t worry, you get a little something in return. You’ll get some Silvers! And how many Silvers you get depends on how much the card you trashed is worth. It’s like a little bonus. The Silvers come from the Supply and go right into your discard pile. Remember, you only get Silvers if you actually trash a card. So if you trash a card that’s not worth anything, like a Copper card, you won’t get any Silvers.
If you don’t want to keep your Silver card, you can toss it away and get three Silvers in return. Normally, that’s how it works. But things can change if you play a card like Highway. In that case, the Trader will give you a different number of Silvers, based on how much they cost at that moment. Let me give you an example: if you play Highway and then use Trader to trash an Estate card, you’ll only get one Silver. Now, if you happen to trash a card with , which is a card from Dominion: Alchemy, you won’t get anything for the itself. However, you will still get something for the #image.jpg, which was the actual cost of the card you trashed.
As a Trader, I have a unique reaction. Whenever you acquire a card, whether by purchasing it or through another means, you have the option to reveal me from your hand. By doing so, you can exchange the card you would have gained for a Silver from the Supply. Keep in mind that if you choose this route, you will receive a Silver instead of the original card. This means that any effects or consequences related to gaining the original card will not occur, as you did not actually acquire it. So, it’s like getting a Silver instead of what you were initially looking for. Pretty cool, huh?
So let’s say you buy Ill-Gotten Gains, but instead of gaining a Curse, you use Trader to gain a Silver. Well, in that case, nobody will gain a Curse. However, if something triggers when you buy a card, that trigger will still happen even if you replace gaining that card with gaining a Silver. For instance, you can buy Farmland, trash a card from your hand, gain a more expensive card, and then use Trader to gain a Silver instead of gaining a Farmland.
If the card you were going to gain was not supposed to go to your discard pile, the Silver still goes to your discard pile. And if the card you were supposed to gain did not come from the Supply, well, the Silver still comes from the Supply.
Now, let’s say there are no more Silvers left in the Supply. In that case, you can still reveal Trader when you gain a card, but you won’t gain anything instead of the card you were supposed to gain. Keep in mind, though, that if you are told to gain a card that no longer has any copies left, you cannot use Trader to gain a Silver instead.
Oh, and let’s not forget about Tunnel!
When you get rid of Tunnel, its Reaction ability kicks in. But you can’t just choose to discard it – something has to cause you or allow you to discard it. This ability works whether you discard Tunnel on your turn (like when you use Oasis) or on someone else’s turn (like when someone plays Margrave).
This ability also works if Tunnel is discarded from your hand (like when you use Oasis) or from your deck (like when you use Cartographer), or when it’s set aside. Even if Tunnel wouldn’t normally be revealed (like when you discard multiple cards with Cartographer), you still have to reveal it in order to get the Gold.
You have the choice to reveal it or not, even if the Tunnel was already revealed for another reason. You’re not required to acquire a Gold. This power doesn’t work if cards are put into your discard pile without being discarded. For example, when you buy a card, gain a card directly (like with Border Village), or when your deck is put into your discard pile (like with Scavenger from Dominion: Dark Ages).
This power also doesn’t work during Clean-up, when you normally discard all of your played and unplayed cards. The important thing to look for is a card that specifically instructs you to “discard” cards. The Gold you gain comes from the Supply and is put into your discard pile.