Dominion Guilds & Cornucopia Rules

Dominion: Cornucopia & Guilds Rules

Official-rulebook flavor excerpts: “Autumn, the time of the harvest.” and “Jobs, everyone's worried about jobs.”

Cornucopia focuses on variety: differently named cards, unusual combinations, and rewards for diverse decks. Guilds focuses on craft, saved money, and getting extra value by paying more than a card's normal price.

What You Need

This is an expansion and uses the Basic cards and normal Dominion rules. This page follows the current combined Cornucopia & Guilds edition, including the newer Kingdom cards and Rewards.

Setup

Choose 10 Kingdom piles normally. If Young Witch is used, add an extra eligible Kingdom pile to the Supply as the Bane pile. If Ferryman is used, choose an unused eligible Kingdom pile and place it near the Supply; it is outside the Supply and its cards are normally obtained only when Ferryman is gained. If Joust is used, place the Reward cards near the Supply. Use one of each Reward with two players and two of each Reward with three or more players.

If any card in the game uses Coffers, give each player a Coffers mat and place coin tokens nearby. With Baker in the game, every player begins with one Coffers token.

Coffers

A “+1 Coffers” instruction adds a token to your Coffers mat. During your turn you may remove any number of tokens from your Coffers; each removed token gives +1 coin for that turn. Tokens being used for some other purpose are not Coffers. Coin tokens are not intended to be component-limited.

Overpay

Some cards allow overpaying when you buy them. After paying the card's normal current cost, you may pay extra and resolve its Overpay ability according to how much extra was actually paid. Overpaying is optional and only happens when buying, not when gaining a card by another effect. Cost reduction does not itself count as money overpaid. Debt cannot be used as an overpayment. Potion can matter when an Overpay effect specifically works with Potion costs.

Card-by-Card Clarifications

Advisor

Reveal up to the top three cards of your deck, shuffling if necessary. The player to your left chooses one revealed card to discard; put every other revealed card into your hand. If fewer than three cards are available, use whatever you can reveal.

Baker

Draw a card, receive +1 Action, and add one Coffers. Baker also changes setup: every player starts the game with one Coffers token, even in unusual setups where Baker is present outside the ordinary Supply.

Butcher

First add two Coffers. You may then trash a card from your hand and remove any number of Coffers, including zero. If you trashed a card, gain a card costing up to the trashed card's cost plus the number of Coffers removed. The Coffers you just received may immediately be used for this effect; removing them here does not also produce spendable coins.

Candlestick Maker

Receive +1 Action, +1 Buy, and +1 Coffers.

Carnival

Reveal the top four cards of your deck, shuffling if necessary. Put into your hand one card of each different name represented among the revealed cards and discard duplicate-name extras. If fewer than four cards are available, resolve the effect with the cards you can reveal.

Fairgrounds

At final scoring, each Fairgrounds is worth 2 Victory Points for every five differently named cards you own, rounded down. Count names, not card types; extra setup piles and Rewards can increase the number of distinct names available in a game.

Farmhands

Farmhands gives +1 Card and +2 Actions. When you gain it, you may set aside an Action or Treasure from your hand face up. If you do, that card must be played at the start of your next turn; this automatic play does not consume your normal Action play.

Farrier

Farrier gives +1 Card, +1 Action, and +1 Buy. If you overpay when buying it, you draw one extra card at the end of that turn for each coin overpaid. The extra draw is based on the actual overpayment and does not occur when Farrier is gained without being bought.

Ferryman

Ferryman gives +2 Cards and +1 Action, then you discard a card. During setup, choose an unused eligible Kingdom pile and place it outside the Supply. Whenever you gain a Ferryman, also gain one card from that set-aside pile if possible. That outside pile is not a Supply pile and does not count toward the normal empty-pile ending condition.

Footpad

Footpad gives +2 Coffers and makes each other player discard down to three cards in hand. It also creates a game-wide rule while its pile is being used: when a player gains a card during an Action phase, that player draws a card. Announce these extra draws because they may happen during complicated gain chains.

Hamlet

Hamlet gives +1 Card and +1 Action. You may discard one card for +1 Action and may discard another card for +1 Buy. These are separate choices; if you want both bonuses, you normally discard two cards.

Herald

Draw a card and receive +1 Action, then reveal the top card of your deck. If it is an Action, play it. When Herald is bought with an overpayment, for each coin overpaid you may put a card from your discard pile onto your deck. Resolve these topdeck choices one at a time in the order you want.

Horn of Plenty

This Treasure does not itself produce coins. When played, count the number of differently named cards you currently have in play, including Horn of Plenty, and gain a card costing up to that number. Cards that have already left play no longer count. If the card gained by Horn of Plenty is a Victory card, trash that Horn of Plenty.

Hunting Party

First draw a card and receive +1 Action, then reveal your hand. Reveal cards from your deck until finding one whose name is not already in your hand; put that card into your hand and discard the other revealed cards. If you cannot find a differently named card after exhausting the available deck, discard the revealed cards and stop.

Infirmary

Draw a card, then you may trash a card from your hand. When you buy Infirmary and overpay, immediately play the newly gained Infirmary once for each coin overpaid. Those extra plays happen because of the gain from buying it; simply gaining an Infirmary without paying does not create them.

Jester

Each other player, in turn order, discards the top card of their deck. If the discarded card is a Victory card, that player gains a Curse. Otherwise you choose whether that player gains a copy of the discarded card or you gain a copy. If no copy is available from the Supply, no copy is gained.

Journeyman

Name any card, even one not used in the current game. Reveal cards until you have found three cards that do not have that name, or until no more cards are available after shuffling. Put the nonmatching cards into your hand and discard the named cards that were revealed.

Joust

Joust gives +1 Card, +1 Action, and +1 coin. You may set aside a Province from your hand; if you do, gain an available Reward directly to your hand. The Province remains set aside until Clean-up, then is discarded with your other cards. Rewards are outside the Supply and are not normally buyable or gainable except through Joust.

Menagerie

Receive +1 Action and reveal your hand. If every revealed card has a different name, draw three cards; otherwise draw one. An empty hand has no duplicated names, so it qualifies for the three-card draw.

Merchant Guild

Merchant Guild gives +1 Buy and +1 coin. At the end of your Buy phase, add one Coffers for each card you gained during that Buy phase, including cards gained without buying them. Multiple Merchant Guild effects are cumulative.

Plaza

Draw a card and receive +2 Actions, then you may discard a Treasure from your hand. If you do, add one Coffers. The Treasure you discard may be the card just drawn.

Remake

Resolve the instruction twice: trash a card from your hand, then gain a card costing exactly one coin more. If you have only one card available, only the first iteration can happen. If the exact required cost does not exist, you simply fail to gain a card for that trash.

Shop

Shop gives +1 Card and +1 coin. You may play an Action from your hand only if you do not currently have a copy of that card in play. A copy played earlier but no longer in play does not prevent the play.

Soothsayer

Gain a Gold if possible. Each other player, in turn order, gains a Curse if possible and then draws a card if they actually gained the Curse. A player who prevents the gain does not draw; a player who gains the Curse and then moves or trashes it still counts as having gained it and does draw.

Stonemason

Trash a card from your hand, then gain two cards, one at a time, each costing less than the trashed card. The two gains may be the same or different. When buying Stonemason you may overpay; if you do, gain two Action cards each costing exactly the amount overpaid. This Overpay ability can interact with Potion costs when Potion was part of the overpayment.

Young Witch

Young Witch adds an extra eligible Kingdom pile to the Supply during setup; those cards are Banes. When Young Witch is played, draw two cards and discard two, then each other player may reveal a Bane from hand. Players who do not reveal one gain a Curse if possible. The Bane pile is a normal Supply pile for buying, gaining, and game-end purposes.

Rewards

Rewards are outside the Supply and are obtained through Joust. Trashed Rewards go to the trash rather than returning to the Reward area. In two-player games use one of each; with three or more players use two of each.

Coronet

You may play a non-Reward Action from your hand twice and may play a non-Reward Treasure from your hand twice. Both are optional. If you do both, resolve the Action first. These plays do not consume your normal Action play.

Courser

Choose two different printed options and resolve them in the order shown on the card. Options are not repeated.

Demesne

When played, gain the listed Actions and Buys and gain a Gold. At final scoring, each Demesne is also worth Victory Points according to the number of Golds you own.

Housecarl

Its card-draw count is based on differently named Action cards you have in play, and Housecarl itself counts because it is an Action in play.

Huge Turnip

First add its Coffers, then calculate the coin it produces from your current Coffers total; the newly added Coffers are included in that count.

Renown

Renown gives +1 Buy and lowers card costs for the turn, without reducing any cost below zero. The cost reduction applies broadly wherever card cost matters that turn. Multiple cost reductions can combine.

Accessibility Notes

Keep Coffers totals public and announce every change. When a card cares about differently named cards, say the card names rather than relying on artwork. Identify the Bane pile, Ferryman's set-aside pile, and the available Rewards during setup. When Jester, Carnival, Hunting Party, or Journeyman reveals cards, read the names aloud in reveal order and state where each card goes.

Source

This accessible rules page is based on the current Rio Grande Games rulebook and retains additional accessibility guidance for mixed blind and sighted play. Official Rio Grande Games Cornucopia & Guilds rulebook PDF.