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Prosperity Card List

Sorry for the delay; I was off playing medieval for two weeks when this was released, and I haven't gotten a chance before now to write this up. Prosperity is due out early to mid September. As usual, I am putting this behind a cut for those people who don't want to be spoiled. For those that do, however, this is taken from the official Dominion:Prosperity rules posted at Rio Grande Games' web site.

For purposes of this listing, "Treasure (X)" means that the card in question is a Treasure card worth X coins when played. Dominion:Prosperity also introduces the new "Victory Point token" mechanic; these are victory points that are not part of your deck. Victory Point tokens are represented by (V).

Bank (7)
Treasure (?)
When you play this, it's worth (1) per Treasure card you have in play (including this).

Bishop (4)
Action
+(1), +1(V)
Trash a card from your hand. +(V) equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.

City (5)
Action
+1 Card, +2 Actions
If there are one or more empty Supply piles, +1 Card. If there are two or more, +(1) and +1 Buy.

Contraband (5)
Treasure (3)
+1 Buy
When you play this, the player to your left names a card. You can't buy that card this turn.

Counting House (5)
Action
Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.

Expand (7)
Action
Trash a card from your hand. Gain a card costing up to (3) more than the trashed card.

Forge (7)
Action
Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.

Goons (6)
Action-Attack
+1 Buy, +(2)
Each other player discards down to 3 cards in hand. While this is in play, when you buy a card, +1(V).

Grand Market (6)
Action
+1 Card, +1 Action, +1 Buy, +(2)
You can't buy this if you have any Copper in play.

Hoard (6)
Treasure (2)
While this is in play, when you buy a Victory card, gain a Gold.

King's Court (7)
Action
You may choose an Action card in your hand. Play it three times.

Loan (3)
Treasure (1)
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.

Mint (5)
Action
You may reveal a Treasure card from your hand. Gain a copy of it.
When you buy this, trash all Treasures you have in play.

Monument (4)
Action
+(2), +1(V)

Mountebank (5)
Action-Attack
+(2)
Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.

Peddler (8*)
Action
+1 Card, +1 Action, +(1)
During your Buy phase, this costs (2) less per Action card that you have in play, but not less than (0).

Quarry (4)
Treasure (1)
While this is in play, Action cards cost (2) less, but not less than (0).

Rabble (5)
Action-Attack
+3 Cards
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order her chooses.

Royal Seal (5)
Treasure (2)
While this is in play, when you gain a card, you may put that card on top of your deck.

Talisman (4)
Treasure (1)
While this is in play, when you buy a card costing (4) or less that is not a Victory card, gain a copy of it.

Trade Route (3)
Action
+1 Buy, +(1) per token on the Trade Route mat.
Trash a card from your hand.
Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the Token to the Trade Route mat.

Vault (5)
Action
+2 Cards
Discard any number of cards. +(1) per card discarded. Each other player may discard 2 cards. If he does, he draws a card.

Venture (5)
Treasure (1)
When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.

Watchtowwer (3)
Action-Reaction
Draw until you have 6 cards in hand.
When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.

Worker's Village (4)
Action
+1 Card, +2 Actions, +1 Buy

Colony (11)
Victory (10VP)
[This is a Basic card. 12 Colony cards are included in the set. Emptying the Colony pile will end the game.]

Platinum (9)
Treasure (5)
[This is a Basic card. 12 Platinum cards are included in the set.]

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Comments

( 9 comments — Leave a comment )
flurious
Aug. 29th, 2010 08:43 pm (UTC)
It's also worth pointing out that there is a Dominion server at http://dominion.isotropic.org. Players aren't plentiful, but they exist, and all of the sets (including Prosperity) have been implemented.
zaph
Aug. 29th, 2010 09:31 pm (UTC)
A couple of things to note about this:

There is a new mechanic for buying, which is that you have to lay out the treasure cards you're using in order. If you lay out Gold, Gold, Bank, the Bank is worth 3. If you lay out Bank, Gold, Gold, the Bank is worth 1. (I don't know if the original rules specify anything like this, but I don't think order has been relevant until now.)

Also, there are rules for playing with mixed sets. If you're playing with only Prosperity cards, obviously include Colony and Platinum. If you're playing without any Prosperity cards, exclude them. If you have some Prosperity and some other cards, come up with a mechanism for determining whether those cards are available.

I played this at WBC, and it is excellent, though games do take longer. Best cards, IMO, are Bank, Royal Seal, Hoard, Bishop Kings Court, and Goons.

Goons is as annoying as Militia, but with significantly more upside to the person who plays it.

(And like Throne Room, if you Kings Court a Kings Court, you get 3 actions 3 times each, not 1 action 9 times. Of course, if your hand happens to be Kings Court, Kings Court, Goons, Goons, Goons, it's good for 18 coin, 10 buys, and 9VP per buy. Yes, this set is that insane. :)
drquuxum
Aug. 30th, 2010 02:13 am (UTC)
Kings Court, Kings Court, Bridge, Bridge, Bridge. +9 coin, 10 total 9x discounted buys. 4 colonies (costs 2 each) and 6 provinces (costs 0 each)?
zaph
Aug. 30th, 2010 02:48 am (UTC)
I think I'd prefer the 90 guaranteed VP not in my deck, though. So far, there aren't any cards that can even touch those.

But as long as we're coming up with unlikely combinations, it's 'possible' to end the game in a single turn if you get the exact right cards:

Grand Market, Worker's Village, Worker's Village, Vault, Bridge, King's Court, King's Court, Bridge, Bridge, Bridge = +12 coin, 14 buys discounted 10x. 12 Colonies, 2 free Provinces.
flurious
Sep. 1st, 2010 02:54 pm (UTC)
I had a game with University, Watchtower, Bridge, and City. On a single turn I was able to buy out every VP stack with some clever University/Watchtower combos after draining two piles. There's nothing quite like gaining a powered City and putting it on top of your deck.
flurious
Sep. 1st, 2010 02:56 pm (UTC)
Also note that Goons doesn't give you VP for each play but for each copy in play. So you'd only get 3 VP per buy in that example.
zaph
Sep. 1st, 2010 03:11 pm (UTC)
Aw crap, you're right, I hadn't read that part of the rules. I suppose it would be kind of overpowered otherwise.
guwesurd
Apr. 13th, 2011 08:26 am (UTC)
I’ve been into blogging for quite some time and this is definitely a great post.Cheers!

solatoot
Apr. 13th, 2011 10:50 pm (UTC)
Very enlightening and beneficial to someone whose been out of the circuit for a long time.

( 9 comments — Leave a comment )