Prosperity Card List

Individual analyses of Prosperity cards are linked below and also collected here.

Loan Treasure $3 $1
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Trade Route Action $3 +1 Buy
Trash a card from your hand. +$1 per Coin token on the Trade Route mat.
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Setup: Add a Coin token to each Victory Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Watchtower Action – Reaction $3 Draw until you have 6 cards in hand.
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When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck.
Bishop Action $4 +$1
+1 VP
Trash a card from your hand. +1 VP per $2 it costs (round down).
Each other player may trash a card from their hand.
Monument Action $4 +$2
+1 VP.
Quarry Treasure $4 $1.
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While this is in play, Action cards cost $2 less, but not less than $0.
Talisman Treasure $4 $1.
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While this is in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
Worker’s Village Action $4 +1 Card
+2 Actions
+1 Buy
City Action $5 +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 Treasure $5 $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 Action $5 Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.
Mint Action $5 You may reveal a Treasure card from your hand. Gain a copy of it.
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When you buy this, trash all Treasures you have in play.
Mountebank Action – Attack $5 +$2
Each other player may discard a Curse. If they don’t, they gain a Curse and a Copper.
Rabble Action – Attack $5 +3 Cards
Each other player reveals the top 3 cards of their deck, discards the Actions and Treasures, and puts the rest back in any order they choose.
Royal Seal Treasure $5 Worth $2
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While this is in play, when you gain a card, you may put that card onto your deck.
Vault Action $5 +2 Cards
Discard any number of cards for +$1 each.
Each other player may discard 2 cards, to draw a card.
Venture Treasure $5 Worth $1
When you play this, reveal cards from your deck until you reveal a Treasure. Discard the rest, then play the Treasure.
Goons Action – Attack $6 +1 Buy; +$2
Each other player discards down to 3 cards in hand.
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While this is in play, when you buy a card, +1 VP token.
Grand Market Action $6 +1 Card
+1 Action
+1 Buy
+$2
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You can’t buy this if you have any Coppers in play.
Hoard Treasure $6 Worth $2.
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While this is in play, when you buy a Victory card, gain a Gold.
Bank Treasure $7 Worth $?
When you play this, it’s worth $1 per Treasure card you have in play (counting this).
Expand Action $7 Trash a card from your hand. Gain a card costing up to $3 more than it.
Forge Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in $ of the trashed cards.
King’s Court Action $7 You may play an Action card from your hand three times.
Peddler Action $8* +1 Card
+1 Action
+$1
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During your Buy phase, this costs $2 less per Action card you have in play, but not less than $0.
Platinum Treasure $9 Worth $5
Colony Victory $11 10 Victory Points

15 Responses to Prosperity Card List

  1. Secret Chamber has the same effect as Vault yet it costs 3$ less and even has a reaction effect. Why the hell would someone buy a Vault, other than to trash it as soon as possible?

    • Reyk says:

      +2 cards is a big difference. It’s a guaranteed Gold or Grand Market with Vault.
      Have you ever tried the game a bit on isotropic? You can play many games there in a short period.
      Please think a bit more before spamming with your posts. Otherwise there is an impression you want to insult the designer or simply troll.

  2. Can you play multiple Quarries at the same time for even lower prices?

  3. The Counting House card could easily be called Shoplifter with that sort of effect. XD

  4. 4 card Strategy: Buy two Monuments and then a Village and a Steward. Repeat again and then start trashing Coppers and Estates. Keep the ratio of Monuments/Villages at 2:1. If you get lucky with 6 coins from Village chaining, go for Goons. If you get even more coins, just for security buy Provinces or Colonies. After that you just farm VP tokes with no real need of any other type of card. You may be getting from 1 to 4 VP each turn and no enemy attack can possibly hinder you. How does it sound?

    • chesskidnate says:

      you really only want to have one more monument than village and if you choose to get more than 3 monuments you risk having a hand that will only get you 1 vp so you want more villages in such a scenario. btw the reason 2:1 is off is because 10 monuments won’t be played by 5 villages and its better if you draw your villages first then play monuments since drawing monuments first might not give you enough actions. on another note, goons is much more powerful than monument and if thats in play you can probably improve your strat by ignoring monuments and trying to get multiple goons in play. Also, militia could slow down your vps and witch could too. The biggest worry is that with steward your opponent will probably be able to get 8 colonies fairly quickly and will probably get the 80 points from them and end the game before you can get 80 points from your deck which won’t start generating 2-4 points until later on in the game after significant trashing. I think buying only money and a steward would probably outrace your idea but I’m not sure

      • WanderingWinder says:

        A goons engine is almost certainly the strongest thing on this board – it is on the big majority of boards where it’s possible. Cursing attacks take precedence, but money-based stuff is just going to stall out. Buy your steward, get a little money so you can hit 6, and then grab as many villages and goons as you can as quick as you can. The attack will really slow down the money player, as will their greening, and you can really rake in lots of points with the goons.

  5. Anonymous says:

    what is the definition of in play?

    • WheresMyElephant says:

      There’s a “play area” where you ordinarily put cards when you play them. If a card is here (as opposed to being in your hand, your deck, the trash, “set aside” by a card like Haven, or somewhere else) it is in play, and vice versa.

      Note that the question of whether a card is in play is distinct from whether it has been played that turn. Sometimes cards are played and wind up somewhere other than the play area. (It’s theoretically also possible that a card finds its way into play but you didn’t ever play it; but there’s currently no way for this to happen and probably never will be.) Feast is briefly in play but promptly moves to the trash. If you play the same Goons twice with a card like Throne Room, there is still only one Goons card in play.

      You can even use this rule to play little tricks. Play a bunch of Coppers, trash them all with Mint, and then buy a Grand Market which you couldn’t have bought if you still had Copper in play.

  6. Easy: 1 King’s Court, 1 Throne Room, 1 Monument, 1 Bishop, and 1 Platinum (or Province if you want the game to end fast). Use the Throne Room on King’s Court, use the King’s Court on Monument and Bishop, trash the Platinum/Province with Bishop and repeat. 10 points per turn guaranteed.

  7. enterprizemusic says:

    Easy: 1 King’s Court, 1 Throne Room, 1 Monument, 1 Bishop, and 1 Platinum (or Province if you want the game to end fast). Use the Throne Room on King’s Court, use the King’s Court on Monument and Bishop, trash the Platinum/Province with Bishop and repeat. 10 points per turn guaranteed.

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