Dominion Board Game Review | Still Worth Buying in 2026
I'm a dad who fell back in love with board games so I could play them with my two kids, and now I share honest, parent-first reviews of what we love. I'm not on social media, I quit it a long time ago.
The Quick Answer
Dominion is still worth buying in 2026: 2 to 4 players, ages 13 and up, 30 minutes, $44.95. The real rules for the deck, the Trash, attacks and scoring.
I am Spector, a dad to Alex, 7, and Emma, 10. Dominion is the game on our shelf that I respect most and that both my kids are not allowed to touch, and that is not an accident. It is a 13 and up game about pure calculation with no luck in it, which is exactly the thing that makes a seven year old want to flip the table and makes a grown up lose an hour of their life to smiling.
The honest version: this is the game that invented deck building, it is still the best one, and it is not a family game night game no matter how much you want it to be. Every rule below is checked against the official Rio Grande Games rulebook, the publisher own product pages, and the Rio Grande approved Complete Rules document. Where the old version of this page was wrong, or missing, I say so, because a card game review that invents a card is worse than no review at all.
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Dominion at a Glance: What 44.95 Dollars Actually Buys
Before the rules, the shopping. Every price below was read off Rio Grande Games own product pages in September 2026, so treat them as the ceiling rather than the deal, and check the current price before you commit.
| Product | What it actually is | Players | Publisher price |
|---|---|---|---|
| Dominion: Second Edition | The current base set and the only base game Rio Grande sells. 500 cards, 26 Kingdom card types, 10 chosen each game, the plastic organizer tray and the inlay | 2 to 4 | $44.95, stock RIO531 |
| Dominion: Update Pack | The seven new 2016 Kingdom cards, for owners of a First Edition base set only. Do not buy this if you are buying the base game new | 2 to 4 | $14.95, stock RIO534 |
| Dominion: Intrigue Second Edition | 300 cards and 26 new Kingdom cards, including the Victory cards that do things for you and the cards that give you a choice. The best first expansion | 2 to 6 | $39.95, stock RIO532 |
| Dominion: Seaside | 27 new Kingdom cards including Duration cards that sit in play and keep working on later turns. It changes how you plan a whole game, not one turn | 2 to 4 | $39.95, stock RIO621 |
| Dominion: Prosperity | 25 new Kingdom cards plus the Platinum and Colony piles, which is the fastest economy in the whole line | 2 to 4 | $44.95, stock RIO622 |
| Dominion: Plunder | The most recent expansion, 500 cards, 40 new Kingdom cards, plus Loot piles and Traits that change how a Supply pile behaves | 2 to 4 | $44.95, stock RIO631 |
One correction that will save you money, because a lot of people get this wrong. The First Edition base game is out of print at the publisher, and the First Edition of Seaside, Prosperity and Alchemy are listed as out of print or out of stock on the same catalogue. If a listing says First Edition, you are looking at a second hand box, not a current product. There is also no reason to buy the Update Pack unless you already own a First Edition base set, because it contains the seven new cards and nothing else.
The Correction: There Is No Shuffle Based Attack in Dominion
There is no shuffle based attack anywhere in the Second Edition base game. Militia makes opponents discard down to 3 cards, and Spy is not in the Second Edition at all, because it was one of the six cards removed in 2016.If you have read a Dominion guide that describes Militia or Spy as an attack that shuffles cards, that guide is describing the first edition badly or a different game entirely. Here is the real list, and the official rulebook names all four in its own explanation of the Moat.
- Militia is a discard attack. Its printed text is +2 Coins, then each other player discards down to 3 cards in hand. A player already holding 3 or fewer cards discards nothing at all.
- Bureaucrat makes each other player reveal a Victory card from their hand and put it on top of their deck, or reveal a hand with no Victory cards. It targets your deck, but it puts a card there rather than moving one.
- Bandit gains a Gold to your own discard pile, then each other player reveals their top 2 cards, trashes one revealed Treasure that is not a Copper, and discards the rest.
- Witch draws you 2 cards and makes each other player gain a Curse.
Spy was a First Edition card and it is gone. Its printed text was +1 Card, +1 Action, and then each player including the Spy player reveals the top card of their deck and either discards it or puts it back, at the Spy players choice. It was a weak deck inspection tool rather than a shuffle attack, and it was removed in 2016. Saboteur, which is the card people are usually thinking of, is the real shuffle based attack, and it came from Intrigue, and it was also removed in 2016. So both cards a reader would name were taken out of the line in the same year.
Dominion Setup: 17 Piles, and the Trash Is Not One of Them
Setup is 17 face up piles: 7 Base piles, being Copper, Silver, Gold, Estate, Duchy, Province and Curse, plus the 10 Kingdom piles you chose. The Trash is a mat next to them, not a pile, and it is never bought from.The old version of this page talked about ten Kingdom piles, the basic treasures and the victory cards, and never mentioned Curses. There are seven Base piles, not three, and here is each one with the exact count for your table.
| Base pile | What it is | 2 players | 3 to 4 players |
|---|---|---|---|
| Copper | Treasure worth 1 coin, cost 0 | All of them, minus the 14 in the starting decks | All of them, minus the 21 in the starting decks |
| Silver | Treasure worth 2 coins, cost 3 | 40 | 40 |
| Gold | Treasure worth 3 coins, cost 6 | 30 | 30 |
| Estate | Victory card worth 1 point, cost 2 | 8 | 12 |
| Duchy | Victory card worth 3 points, cost 5 | 8 | 12 |
| Province | Victory card worth 6 points, cost 8 | 8 | 12 |
| Curse | Worth minus 1 point. Nobody sensible buys one, and in practice you only ever get one because an opponent gave it to you with a Witch | 10 | 10 with 3 players, all 30 with 4 |
Then the 10 Kingdom piles. Pick any 10 of the 26 Kingdom card types, either by shuffling the 26 blue backed Randomizer cards and drawing 10, or by choosing them yourself, and take 10 copies of each. The one exception is a Kingdom Victory card such as Gardens, which gets 8 copies at 2 players and 12 copies at 3 to 4, exactly like the Base Victory piles.
If this is genuinely your first game, the rulebook prints a recommended set for you: Cellar, Market, Merchant, Militia, Mine, Moat, Remodel, Smithy, Village and Workshop. That set teaches drawing, trashing, gaining, reacting and building an engine without a single card that punishes you for a bad turn.
The Trash is a mat, not a pile. The Second Edition replaced the single Trash card with a small mat, and the rulebook tells you to put it near the piles. Nothing is ever bought from the Trash, nothing is ever drawn from it, and it is never emptied during a game. The official rulebook prints a separate section for five and six players, and the change there is only component counts: 15 Provinces for 5 players, 18 for 6, 40 Curses for 5 and 50 for 6, the end condition becomes four empty piles, and you need a second copy of the base set, a Base Cards product, or a Big Box to get the extra Coppers, Silvers and Golds.
Your Deck Starts With 7 Coppers and 3 Estates
Every player starts with the same 10 card deck, being 7 Coppers and 3 Estates, shuffles it, and draws 5. Nobody chooses anything, and that is the point, because the whole game is what your ten cards turn into.That starting deck is the entire reason Dominion works. A Copper is a coin, an Estate is one victory point, and neither of them does anything else. So the opening turns of every game look almost identical for everyone at the table, and every difference in the game comes from what you buy.
Here is the whole card list you will actually see in the market, with the printed numbers from the rulebook.
| Card | Cost | What it does for you | Victory points |
|---|---|---|---|
| Copper | 0 | 1 coin | 0 |
| Silver | 3 | 2 coins | 0 |
| Gold | 6 | 3 coins | 0 |
| Estate | 2 | Nothing during the game | 1 |
| Duchy | 5 | Nothing during the game | 3 |
| Province | 8 | Nothing during the game | 6 |
| Gardens | 4 | Nothing during the game | 1 for every 10 cards in your deck, rounded down |
| Curse | No cost is printed | Nothing. You will not choose to buy one, though you can, and in practice you only ever get one because an opponent handed it to you with a Witch | minus 1 |
Seven cards in your ten card deck are Coppers, which is why money is slow at the start. A Silver is a doubling of a Copper, a Gold is a trebling, and the expensive cards are the ones that turn a small reliable income into an engine. The one Victory card in the Kingdom set, Gardens, is the exception to the rule that Victory cards are dead weight, and it is the only card in the base game whose value changes as the game goes on. If you have 37 cards at the end, each Gardens is worth 3.
A Dominion Turn Is Action, Buy, Clean Up
You start every turn with 1 Action and 1 Buy. You may play one Action card, then play any number of Treasures, then buy one card. You cannot go back and play another Treasure after you have bought.The rulebook calls the three phases the alphabet, and the one thing a new player gets wrong is thinking the game lets you do more than it does.
- Action phase. You may play one Action card from your hand. You move it into your play area and follow its instructions from top to bottom. If the card has a dividing line, you stop there and the rest of it happens later, at a time the card names. If you cannot complete everything a card tells you to do, you do as much as you can and the card still counts as played.
- Buy phase. You may play any number of Treasure cards in any order, and each one you play adds coins you can spend this turn. Then you buy one card, which means taking it from the Supply and putting it into your discard pile.
- Clean up. You take every card in your play area and every card left in your hand and put them all into your discard pile, then draw 5 new cards, shuffling if you need to. Any unused Actions, unused Buys, and any coins you did not spend are gone.
The three things that unlock more are real and printed on the cards. A card that gives +1 Action lets you play one more Action card that turn, and you finish resolving the current card before you start the next one, so a Market followed by a Market followed by a Militia is a legal and very strong turn. A card that gives +1 Buy lets you buy one more card. A card that gives +1 Coin adds spending power without giving you a Copper card, and you can spend it on anything.
And two things that are not allowed. You cannot play more than one Action card without +Actions, which is the error the old version of this page made. And you cannot go back and play more Treasures after you have bought something, so a card that gains you a Silver mid turn is worthless for that turn unless you gained it before you started buying.
Emma, who is ten, can read every card in Dominion and knows the rules better than Alex will at fourteen. She still loses most games, because the problem is not the rules, it is that a seven turn hand of three Coppers and a Gold is not a decision, it is a coin toss about your opponent deck. Alex, who is seven, tried it once, bought three Silvers in a row because they were the shiniest cards on the table, and then asked me why nobody had let him buy a Province. That is the honest age gate and the box says 13 for a reason.
The Shuffle: When You Need Cards, Not When the Deck Is Empty
In the Second Edition you shuffle your discard pile the moment you need more cards from your deck than you have left, and you put the shuffled cards under the deck. The First Edition rule was to shuffle when your deck was empty, and the Second Edition changed it.This is the rule most Dominion advice online still gets wrong, and it matters in the middle of a turn more than at the end of one. The official Second Edition rulebook says it directly: if you have to do anything with your deck, for example draw, look at, reveal, set aside, discard or trash cards, and you need more cards than are left in your deck, first shuffle your discard pile and put it under your deck, then do the thing. If there are still not enough cards, you just do the thing with however many cards you can.
The consequences are real:
- You can shuffle with cards still in your deck. If you have 3 cards left and need 5, you shuffle your discard underneath those 3 and draw the 3 you have plus 2 of the shuffled cards. The old rule would have made you draw your remaining 3 and stop.
- You do not shuffle early. The rulebook is explicit that you do not shuffle until you need more cards than you have, even if your deck is empty.
- Putting a card on an empty deck is fine. If a card tells you to put a card on top of your deck and your deck is empty, that card becomes the only card in your deck.
- The Complete Rules document flags this as the one rules change the Second Edition made to the shuffling procedure. It also notes that since the 2021 rules change you may always look at the remaining cards in your deck when you shuffle, which did not used to be allowed.
Everything else about your deck follows from that. You may count the number of cards in your own deck at any time, without looking at the fronts, but you may not count or look through a discard pile unless a card lets you. The number of cards in your hand is public, the top card of your discard pile is public, everything in your play area is public, and the entire Trash is public to everybody at all times.
The Trash Is the Best Card in the Box
A trashed card is no longer one of your cards at all. It goes face up on the Trash mat, it is out of the game, everybody can look through it, and its order never matters.Trashing is the most powerful idea in the game and the old version of this page never mentioned it once in 117 lines. You do not discard a Copper, you trash it, and it is gone. Your deck gets smaller, which means you cycle through the good cards in it more often, which is the entire engine of the game in one sentence.
The official rules for trashing are short and worth knowing exactly:
- A trashed card is no longer one of your cards. It is not in your deck, your discard pile, your hand, or your play area at the end of the game, so it cannot count toward anything.
- The Trash is on the mat, face up, and players may look through it at any time.
- The order of the Trash never matters, and players may reorder it.
- Cards in the Trash are essentially out of the game, although some expansion cards can get them back.
- You can trash a card you played this turn, as long as it is in your hand when you play the card that trashes. That is why Cellar says you discard first and then draw, and why the cards you just discarded can come straight back if the draw runs out of deck.
The base game Kingdom cards that trash are Chapel, which can trash up to 4 cards from your hand, Moneylender, which trashes a Copper for 3 extra coins, and Remodel, which trashes one card and gains a card costing up to 2 more. Moneylender only gives you the 3 coins if you actually trashed a Copper, and Remodel gives you nothing if you trashed nothing. Two of the seven 2016 cards extend the same idea: Artisan gains a card to your hand and then puts a card from your hand onto your deck, and Sentry looks at the top 2 cards of your deck and lets you trash, discard or return them in any combination.
Victory Points and When the Game Ends
The game ends at the end of a turn when the Province pile is empty, or when any three or more piles are empty. Then you count every card you still own, and the player with the most victory points wins.The old version of this page said the game ended when the Province pile ran out and never mentioned the other trigger. Both are printed in the rulebook, and the second one catches a lot of groups out.
- The Province end. The game ends at the end of the turn in which the Province pile becomes empty. The Province pile holds 8 cards at 2 players and 12 at 3 or 4, so this is the clock everybody actually plays against.
- The three pile end. The game also ends if any three or more Supply piles are empty, and the rulebook says this counts every pile, including Kingdom cards, Curses and Coppers. One empty pile is fine. Two is fine. Three ends the game on the spot.
- Five and six players. The end condition changes to any four piles empty, or the Province pile empty. This is because there are more turns before anybody gets to the third empty pile.
Scoring is every card you still own, from everywhere. Hand, deck, discard pile, play area, and even set aside cards. Estate is 1, Duchy is 3, Province is 6, Gardens is 1 for every 10 cards rounded down, and a Curse is minus 1.
And there is a tiebreak, which almost nobody publishes. If players tie on victory points, a player who tied but took fewer turns wins. If the players tied and also took the same number of turns, they share the victory. That is the whole rule, and it is in the rulebook in one sentence.
The strategic question the old page did describe is real and worth keeping: Estates, Duchies and Provinces do nothing during the game, so buying them early clogs your deck with cards that cannot help you earn the coins to buy the next one. Gardens is the exception, because its value rises as your deck grows, which makes it a genuinely different decision from every other Victory card in the box.
The Attacks, and What Moat Does About Them
Moat costs 2, draws 2 cards, and when another player plays an Attack you may reveal it from your hand to be completely unaffected. It stays in your hand, you can reveal one for as many Attacks as are played, and you can also just play it on your own turn for the 2 cards.Four of the 26 Kingdom card types are Attacks, being Bandit, Bureaucrat, Militia and Witch. None of them can kill you, remove a player, or take anything you own permanently. The worst thing that can happen to you in a Dominion Attack is a bad turn.
The defence is one card, and the rulebook explains it in detail:
- An Attack card says Attack on the bottom line. Bandit, Bureaucrat, Militia and Witch are the four in this set.
- When another player plays an Attack, you may reveal a Moat from your hand before the Attack does anything, to be unaffected by it. You do not reveal cards to Bandit, you do not put a Victory card on your deck for Bureaucrat, you do not discard for Militia, and you do not gain a Curse for Witch.
- Moat stays in your hand and can still be played on your next turn. It is a Reaction being used, not a card being played.
- Moat does not stop anything an Attack does to other players or to the player who played it. It protects you personally.
- If several Attacks are played in one turn or one round of turns, you may reveal a Moat for as many of them as you want.
- Reactions like Moat resolve before the Attack card ability, so the player who played the Attack has not yet chosen what to do about the rest of their own card.
What the 2016 Second Edition Actually Changed
The Second Edition replaced six Kingdom card types and added one, replaced the blank placeholder cards with a seventh new Kingdom card, gave the base cards new artwork, and replaced the single Trash card with a mat.The publisher own blurb on the current base game page reads: this is the second edition of Dominion, six cards were replaced and one added compared to the first edition, the base cards have art now, and the trash has a mat. The first edition of the game is no longer available. Here is what that means in practice, from the official rulebook and the Rio Grande approved Complete Rules document.
| What changed in 2016 | Detail |
|---|---|
| Seven new Kingdom cards | Artisan, Bandit, Harbinger, Merchant, Poacher, Sentry and Vassal. Six of these replaced existing card types and the seventh, Gardens, took the place of the blank placeholder cards |
| Four Kingdom cards removed from the base set | Adventurer, Chancellor, Feast and Woodcutter |
| The rulebook shuffle rule changed | You now shuffle when you need more cards than you have left in your deck, rather than when your deck is empty |
| The Trash card became a Trash mat | Same function, but it sits flat next to the Supply instead of being one card in a pile of 500 |
| New storage in the box | A plastic organizer tray and a printed organizing inlay, and the rulebook tells you to fill the tray before your first game and not to shuffle it |
| Card text was rewritten | Reordered for clarity, and the pronoun was changed to they throughout |
| Randomizer cards | 26 of them, one per Kingdom card type, all with a blue border so you do not mix them into a playing pile |
Two things that did not change, which matters if you are reading old advice. The turn structure is still Action, Buy, Clean up. The starting deck is still 7 Coppers and 3 Estates. And the game is still a straight race to the most victory points.
The First Edition is gone from the publisher catalogue, which is the practical reason to buy the Second Edition even though the two play identically. If you own a First Edition, the Update Pack at $14.95 gets you the seven new cards and a new inlay. The First Edition of Intrigue got the same treatment in 2016, with Coppersmith, Great Hall, Saboteur, Scout, Secret Chamber and Tribute removed, and Intrigue Second Edition no longer contains any Base cards, so it is no longer a stand alone product. Intrigue also takes the player count from 4 to 6, which is the cheapest way to get a fifth and sixth player out of this line.
Our House Strategy, Not Official Rules
Everything above is printed in the rulebook. This part is not. It is what works at our table.
- Buy Silver before anything with a name on it. The first four turns should be money. A player who bought a Village on turn two has a Village they can play once every three shuffles and no way to afford it again.
- Trash Coppers early, trash everything else late. Chapel on turn four or five is the strongest play in the base game. Trashing a Province or a Duchy is almost never right, because those cards are worth more than they cost.
- Count your opponent deck out loud when you buy a Province. It is a fair bit of table talk and the rules allow you to count your own deck openly. The number of cards in a hand and the top of a discard pile are public information too, and a good player is using all three.
- With 4 players, buy Estates and Duchies earlier than feels right. A three pile end can arrive before the Province pile does, and an Estate you already own is a point you already own.
- Let a 13 year old have the market. Hand them the pencil. Counting coins and writing down what is left in the pile is a real job, and it teaches the whole economy without requiring them to hold an engine in their head.
- Do not teach with Militia, Bandit, Bureaucrat or Witch in the first three games. The recommended first game set on the rulebook has exactly one Attack in it, and it is there so you can learn the Moat. That is not an accident.
Is Dominion a Family Game?
Dominion is a 13 and up game, and that rating is about losing, not about reading. Emma at 10 can play it and will lose most games, which is fine on a Saturday and not fine on a weeknight.I want to be straight about this because a lot of Dominion recommendations online are written for adults and then quietly reclassified as family games. Here is the honest split.
- Under 13 is the wrong age. Not because of the maths, which is simple addition, but because a Dominion loss is unrecoverable. There is no luck to blame, no dice to reroll, and no way to come back from a bad fourth turn. Alex at 7 responded to this by flipping the cards over to see what was under them, which is a completely reasonable response to being outplayed.
- 13 and up is the right age. A teenager who can lose without blaming the game is exactly who this is for. It is also the shortest serious strategy game on our shelf. One listing conflict worth naming: the box and the Amazon product listings say 13 and up, while one major retailer reproduces the publisher copy as ages 14 and up. The box wins.
- Two players is the best number, and the publisher says so. Rio Grande own product page puts it plainly: great for two players, but just as fun with more players. A two player game is a clean duel where you can follow exactly what your opponent bought, and it is the same 20 to 30 minutes.
- Four players is the most interesting and the most swingy. Every Attack hits three people instead of one, so a single Militia in a four player game is a genuinely good card. The old version of this page claimed four player games run longer because there are more Province cards in the supply. That is wrong, and the verified answer is that a 3 or 4 player game uses 12 Provinces while a 2 player game uses 8, so the per player race is identical. Four player games run longer because there are three more opponents to outlast.
- It is the best date night two player game we own that is not cooperative. If the point of the evening is talking, our Patchwork review is warmer. If the point is a duel, this is it. And Love Letter is the same evening in sixteen cards instead of five hundred, if you are not ready to count a deck.
For the younger end of the shelf, Quest for El Dorado is a 10 and up box with the same deck building idea and none of the cruelty, and Take 5 is the card game a 9 year old can genuinely win. Splendor is the same engine problem with no deck to memorise, Dune Imperium bolts deck building onto a worker placement board if you want a bigger game, and Mage Knight is the version with an adventure on top of the same deck. Agricola and Lost Cities do the same tightening pressure with no shuffling at all, and Marvel Champions is the other way to run a card game, buying from a pool that never changes instead of building one that does. For a heavier fixed market, our best strategy games for modern gamers guide is the shelf to look at next, and if the price is the deciding factor, the best board games under 50 dollars covers the rest of it. If what you actually liked about Dominion is the coin counting rather than the deck, our Splendor economy guide is the same arithmetic with a fixed market and no reshuffling at all.
One practical note, because this deck is shuffled constantly and cards that bend at the corner are the one thing that genuinely cheapens the game. Standard sized sleeves are the only accessory I would call necessary, and our card sleeve guide covers the sizing. The Second Edition already fixes the storage problem on its own with the plastic tray and the inlay, so unlike the First Edition you do not need an insert.
- Similarities: A race to a point total through a shared market of limited piles, with light player interaction and no luck. Both are about knowing when to cash in.
- Differences: Dominion builds a deck and reshuffles it constantly, Splendor sets chips on permanent discounts and never touches a deck. Dominion has an attack card, Splendor has none.
- Why this game fans will enjoy it: If the thing you liked was the tension of deciding when to stop building and start scoring, both deliver it, and Dominion is the one that goes deeper.
Frequently Asked Questions
Is Dominion still worth buying in 2026?
Yes. It is the game that invented deck building, it is the only base set the publisher still sells, and it costs $44.95 direct. The First Edition is out of print, so a Second Edition box is the only new purchase and any First Edition you find is second hand.
How many players can play Dominion and how old do you have to be?
The base box is 2 to 4 players, ages 13 and up. Getting to 5 or 6 players needs a second copy of the base game, a Base Cards product or a Big Box, and the end condition changes to four empty piles.
How long does a game of Dominion take?
The publisher own product page says 20 to 30 minutes and the box listings say 30 minutes. Budget 45 minutes for the very first game while people learn the cards.
What is the starting deck in Dominion?
Seven Coppers and three Estates, ten cards, shuffled, and you draw 5. There is nothing to choose and no setup decision, which is why the first four turns of every game are identical for everyone at the table.
How does the reshuffle work in Dominion?
You shuffle your discard pile the moment you need more cards from your deck than you have left, and you put the shuffled cards underneath. In the Second Edition this can happen in the middle of playing a single card, and the Complete Rules document names it as the one rules change the Second Edition made to the shuffling procedure.
What does the Trash do in Dominion?
It is where trashed cards go. A trashed card is no longer one of your cards at all, it is out of the game, it cannot score, and it makes your deck smaller so you cycle through the good cards in it faster. It is a mat, not a pile, and you never buy from it.
How do you win and when does the game end?
The game ends at the end of a turn when the Province pile is empty, or when any three or more piles are empty, counting every pile including Kingdom cards and Curses. Then you count every card you still own and the most victory points wins, with fewer turns winning a tie.
What did the 2016 Second Edition change?
Seven new Kingdom cards, being Artisan, Bandit, Harbinger, Merchant, Poacher, Sentry and Vassal, plus Gardens in place of the blank cards, and Adventurer, Chancellor, Feast and Woodcutter removed. It also changed the shuffle rule, gave the base cards new artwork, and replaced the single Trash card with a mat.
Is there a shuffle based attack like Militia or Spy in Dominion?
No. Militia makes opponents discard down to 3 cards rather than shuffling anything, and Spy is a First Edition card that was removed in 2016. The four Attacks in the Second Edition base game are Bandit, Bureaucrat, Militia and Witch, and none of them shuffles.
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