Event Rankings

Inspired by u/poboydiddy's post yesterday, here's a list of events from best to worst:

01: Donate

---Tier Division---

02: Triumph
03: Lost Arts
04: Seize the Day
05: Mission
06: Pathfinding
07: Gamble
08: Dominate
09: Ferry
10: Save
11: Inheritance

---Tier Division---

12: Summon
13: Transport
14: Expedition
15: Travelling Fair
16: Invest
17: Bonfire
18: Banish
19: Delay
20: Training
21: Seaway
22: Demand
23: Alms
24: Desperation
25: Ball
26: March
27: Borrow
28: Stampede
29: Enhance
30: Plan
31: Populate

---Tier Division---

32: Bargain
33: Pursue
34: Salt the Earth
35: Delve
36: Scouting Party
37: Toil
38: Alliance
39: Advance
40: Ride
41: Commerce
42: Conquest
43: Windfall

---Tier Division---

44: Wedding
45: Enclave
46: Trade 47: Pilgrimage
48: Reap
49: Ritual

---Tier Division---

50: Banquet
51: Quest
52: Annex
53: Tax
54: Raid

Posted Jun 14, 2021, 5:52 PM UTC · edited

79
DominionCardBot•

These are the cards mentioned in this post:

Donate - 8⬣ - Event - Empires

After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.

Triumph - 5⬣ - Event - Empires

Gain an Estate. If you did, +1VP per card you've gained this turn.

Lost Arts - 6◯ - Event - Adventures

Move your +1 Action token to an Action Supply pile. (When you play a card from that pile, you first get +1 Action.)

Mission - 4◯ - Event - Adventures

Once per turn: If the previous turn wasn't yours, take another turn after this one, during which you can't buy cards.

Pathfinding - 8◯ - Event - Adventures

Move your +1 Card token to an Action Supply pile. (When you play a card from that pile, you first get +1 Card.)

Dominate - 14◯ - Event - Empires

Gain a Province. If you do, +9VP.

Ferry - 3◯ - Event - Adventures

Move your –2◯ cost token to an Action Supply pile. (Cards from that pile cost 2◯ less on your turns, but not less than 0◯.)

Save - 1◯ - Event - Adventures

Once per turn: +1 Buy. Set aside a card from your hand, and put it into your hand at end of turn (after drawing).

Inheritance - 7◯ - Event - Adventures

Once per game: Set aside a non-Command Action card from the Supply costing up to 4◯. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Summon - 5◯ - Event - Promo

Gain an Action card costing up to 4◯. Set it aside. If you did, then at the start of your next turn, play it.

Expedition - 3◯ - Event - Adventures

Draw 2 extra cards for your next hand.

Travelling Fair - 2◯ - Event - Adventures

+2 Buys
When you gain a card this turn, you may put it onto your deck.

Bonfire - 3◯ - Event - Adventures

Trash up to 2 cards you have in play.

Training - 6◯ - Event - Adventures

Move your +1◯ token to an Action Supply pile. (When you play a card from that pile, you first get +1◯.)

Seaway - 5◯ - Event - Adventures

Gain an Action card costing up to 4◯. Move your +1 Buy token to its pile. (When you play a card from that pile, you first get +1 Buy.)

Alms - 0◯ - Event - Adventures

Once per turn: If you have no Treasures in play, gain a card costing up to 4◯.

Ball - 5◯ - Event - Adventures

Take your –1◯ token. Gain 2 cards each costing up to 4◯.

Borrow - 0◯ - Event - Adventures

Once per turn: +1 Buy. If your –1 Card token isn't on your deck, put it there and +1◯.

Stampede - 5◯ - Event - Menagerie

If you have 5 or fewer cards in play, gain 5 Horses onto you deck.

Plan - 3◯ - Event - Adventures

Move your Trashing token to an Action Supply pile. (When you buy a card from that pile, you may trash a card from your hand.)

Populate - 10◯ - Event - Menagerie

Gain one card from each Action Supply pile.

Salt the Earth - 4◯ - Event - Empires

+1VP
Trash a Victory card from the Supply.

Delve - 2◯ - Event - Empires

+1 Buy
Gain a Silver.

Scouting Party - 2◯ - Event - Adventures

+1 Buy
Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.

Toil - 2◯ - Event - Menagerie

+1 Buy
You may play an Action card from your hand.

Advance - 0◯ - Event - Empires

You may trash an Action card from your hand. If you do, gain an Action card costing up to 6◯.

Commerce - 5◯ - Event - Menagerie

Gain a Gold per differently named card you've gained this turn.

Conquest - 6◯ - Event - Empires

Gain 2 Silvers. +1VP per Silver you've gained this turn.

Windfall - 5◯ - Event - Empires

If your deck and discard pile are empty, gain 3 Golds.

Wedding - 4◯ 3⬣ - Event - Empires

+1VP
Gain a Gold.

Trade - 5◯ - Event - Adventures

Trash up to 2 cards from your hand. Gain a Silver per card you trashed.

Pilgrimage - 4◯ - Event - Adventures

Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.

Ritual - 4◯ - Event - Empires

Gain a Curse. If you do, trash a card from your hand. +1VP per 1◯ it cost.

Banquet - 3◯ - Event - Empires

Gain 2 Coppers and a non-Victory card costing up to 5◯.

Quest - 0◯ - Event - Adventures

You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.

Annex - 8⬣ - Event - Empires

Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.

Tax - 2◯ - Event - Empires

Add 2⬣ to a Supply pile.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Setup: Add 1⬣ to each Supply pile. When a player buys a card, they take the ⬣ from its pile.

Raid - 5◯ - Event - Adventures

Gain a Silver per Silver you have in play. Each other player puts their –1 Card token on their deck.

(I'm a bot, bleep, bloop. I hope this was helpful to someone!)

4
l8r_sk8r_h8r•

Nice list, i like the tier structure.

Why are raid & pilgrimage ranked so low? Pilgrimage is almost always worth considering due to late-game pile pressure or the increased gains. Raid is devastating in draw-light kingdoms & good payload generation in draw-heavy kingdoms.

3
PathfindingLibraryOP•

Pilgrimage: 1 card now and 1 card later is frequently better than 3 cards later. Its best case is in a kingdom with good $5s and weak $4s when you randomly hit $4 mid-game, but that's hard to plan around. It's probably more often worth getting than the things around it, but usually the difference between getting it and just buying the cards directly is pretty marginal. If your play group tends to play with 1-2 sets at a time, Pilgrimage would jump up a few slots, as it has a nice synergy with Ranger/Giant that shows up often in Adventures-heavy games.

Raid: $5 for a one-time relic attack is a high price. Throwing a ton of Silvers into your deck is often actively harmful. At $5, it'll be competing with much stronger payload options more often than not.

2
ManstoorHunter•

This is the first time I’ve heard of donate. WTF that’s like way too good

2
FlamezOfGamez•

In most cases, you buy it on Turn 2, 3, and 4, and all it really means is that everyone’s gonna have lean decks this game. Hard for an Event anyone can buy on any turn to really be broken.

1
NovaRogueTrash•

Donate not at #1 is... Objectively incorrect.

Gamble seems too high as well.

1
PathfindingLibraryOP•

But Donate is at 1.

2
NovaRogueTrash•

KILL ME, I guess I was reading too quick and skipped over that then saw Dominate and assumed that was Donate.

I quit for today.

Also didn't realize it was YOU making this tier list OOP, lemme not critique any further 🤐

1
PleasePaper•

Overrated:

- Triumph: powerful, but not the 2nd most powerful. Give that spot to something like Ferry, Save, Inheritance, etc.

Underrated:

- Bonfire: solid trasher, should be 1 tier ahead

- Quest: pretty decent on board with attacks, should be 1 tier higher

1