Dale of Merchants – Anniversary updates
Changes to cards between the old and new print runs.
The new Dale of Merchants anniversary editions include revised versions of all decks originally released in Dale of Merchants 1, 2, 3, Collection, and the Beaver expansion. You can see all changes made to card effects on this page.
Please note that all anniversary edition cards are written in a new, more streamlined way. Only cards with changed effects are listed here.

Table of Contents
- Number of changes
- General changes
- Dale of Merchants 1
- Dale of Merchants 2
- Dale of Merchants 3
- Dale of Merchants Collection
- Systematic Eurasian Beavers
Number of changes
| Game | Unique animalfolk cards | Cards updated |
| Dale of Merchants 1 | 36 | 11 (31%) |
| Dale of Merchants 2 | 36 | 10 (28%) |
| Dale of Merchants 3 | 36 | 19 (53%) |
| Dale of Merchants Collection | 48 | 34 (71%) |
| Systematic Eurasian Beavers | 6 | 6 (100%) |
| Total | 162 | 80 (49%) |
General changes

All cards from previous print runs have been revised
- Streamlined way to write effect texts, even when the actual effect was not changed.
- More readable title, value number, and effect text font.
- The technique plus icon is now in the effect box.
- Some cards have had their art redrawn in a more expressive way.
- Different card types have now different frames to more easily differentiate between them. You can see an example of the passive card below this.
- Game icon was turned into a number and moved to the bottom right corner.

Passive card ruling has been revised
- By default, passive cards can now be used once during each of your action phases. Therefore, this doesn't need to be mentioned in the effect text.
- Passive cards are optional. Previously, they weren't and it was overruled by nearly all passive card effects.
- New passive effects are now a lot shorter and cleaner to read.
Market refill
Searching from a deck
Game terms
- Discard pile → Discard
- Market deck → Supply
- Market's discard pile → Bin
- Junk pile → Junkyard
- Throw away → Toss
- Clean-up phase → Refill phase
Team rules
Packaging and components
- Game boards are slightly larger to give the cards on them a bit more breathing room.
- The game box is different shape such that it can hold cards upright.
- Each small game includes dividers and deck selection cards.
- There's a large storage box available, but unlike Collection, it does not include gameplay content inside it.
- Optional playmats are a little bit larger, they have stitched edges, and their reverse side has graphics for team rules.
Dale of Merchants 1

[macaws] Snappy Scarlet Macaws 2
- Effect changed to work with the new passive rules while keeping it as similar as possible.
- Even passive effects can't trigger during filling hand, so it was reworded to draw a card at the end of turn.

[pandas] Dealing Giant Pandas 1
- Buffed from all cards to any to give more agency to the player and make the card overall more flexible to play.

[pandas] Dealing Giant Pandas 3
- Fully new effect.
- The goal was to make Pandas more active and rely less on passive effects, especially this that could only be used once.

[pandas] Dealing Giant Pandas 4
- Old Chameleon 4 found a new home with Pandas.
- Old Panda 4 is now a 1-valued card in a new Olm deck in Dale of Merchants 4.
- The old effect is fun, but it's even more interesting in the new Olm deck where everyone has it from the start, and it synergises particularly well with that deck's other effects.

[pandas] Dealing Giant Pandas 5
- Fully new effect.
- Old Stock Clearance was systematically found to be weak and underwhelming.

[raccoons] Thieving Northern Raccoons 2
- Tiny change where you must choose at least one other player instead of being allowed to choose none with the old "up to 2" wording.

[raccoons] Thieving Northern Raccoons 5
- A slight buff, granting you to also choose the top card of another player's deck.
- While it's rarely worth stealing from another player's deck blindly, it gives a bit more flexibility to Treasure Hunter.
General note about the ocelots
One of the ocelot die’s faces was changed from 1 to 3. Therefore, it now has the following sides: 0, 1, 2, 2, 3, 3.

[ocelots] Lucky Ocelots 3
- Fully new effect.
- The goal was to add more die rolling effects to ocelots, as they previously only had it in the 1-valued card and one of the fives.

[ocelots] Lucky Ocelots 5
- Fully new effect.
- Blindfold was reworked as it was the only card that did not work with the new solo mode, as the Mono opponent is not able to guess a value.
General note about the chameleons
Due to passives no longer being mandatory by default in the new rules, all chameleons are now optional. This means that you can also stop a copying chain at any point you wish. Therefore, all of them have technically changed, but only those with changed effect texts are listed below.

[chameleons] Adapting Veiled Chameleons 2
- Buffed by adding the ability to discard a card from another's players deck before copying, similar to how Chameleon 3, Good Old times, can do so with the supply (previously called the market deck.)
- With experienced players, it was too likely for everyone to simply have junk on top of their discard piles.

[chameleons] Adapting Veiled Chameleons 4
- Fully new effect.
- The old Gift Voucher made even more sense with Pandas, and as Chameleon copying now always works until the end of the current turn (or as long as the copied card stays in schedule), it opened opportunity for Chameleons to also copy from another player's hand.
Dale of Merchants 2

[sloths] Diligent Pale-throated Slots 4
- Tiny change where you must take a card from your discard pile.

[foxes] Friendly Fennec Foxes 1
- Streamlined by turning the card into a passive.
- This way the card stays nearly identical but the awkward optional placing back on top of your deck could be dropped.

[foxes] Friendly Fennec Foxes 2
- Old Rumours (Fennec Fox 5) was reworked into this.
- Old Cheer was found to be on the weak side.

[foxes] Friendly Fennec Foxes 5
- Streamlined the effect such that the player can choose which cards other players gain.

[foxes] Friendly Fennec Foxes 5
- Fully new effect.
- Old effect wasn't strong enough to be a five.

[polecats] Reckless Marbled Polecats 1
- Fully new effect.
- New Panda 1 is very similar but more powerful compared to the old Polecat 1.
General note about the owls
All owl cards that triggered on opponents’ turns were reworked such that they can only be played once. Previously, they were a bit on the weak side in a 2-player game and too strong in 4-player games. This also means that they interrupt the flow of the game less, as they get discarded after use and cannot be played again and again during your opponents’ turns.

[owls] Observant Snowy Owls 2
- Stronger compared to the old effect but you have to discard the card after using it.

[owls] Observant Snowy Owls 4
- Stronger compared to the old effect but you have to discard the card after using it.

[owls] Observant Snowy Owls 5
- Fully new effect.
- Shuffling wasn't an interesting enough trigger.

[owls] Observant Snowy Owls 5
- Stronger compared to the old effect but you have to discard the card after using it.
Dale of Merchants 3

[monitors] Archiving Desert Monitors 1
- Monitor and Lemur 1-valued card effects were swapped.
- Monitors are more about discard and lemurs about market manipulation, so it made a lot of sense to have them this way.
- Buffed such that instead of shuffling your discard into your deck, it's shuffled and placed on the top of it.

[monitors] Archiving Desert Monitors 2
- Moved the old Monitor 5, Slice of Life, here.
- It was a weak as a five, but works great as a two.
- Card drawing at the end of your turn can no longer be interrupted, and therefore the old effect would not have worked as intended.

[monitors] Archiving Desert Monitors 3
- Buffed the effect such that you can now also pick which card is on the top of your deck after the effect.
- Old effect was most of the time weaker compared to Macaw 3, Shattered Relic, which is the baseline for balancing toss (previously throw away) effects.

[monitors] Archiving Desert Monitors 4
- Fully new effect.
- Old effect was a bit on the weak side and had a lot of overlap with the new Monitor 1, Rigorous Chronicler.

[monitors] Archiving Desert Monitors 5
- Fully new effect.
- Old effect was a strictly better Platypus 4, Magnet. Cards should not be strictly better versions of other cards, even if they are of higher value.

[monitors] Archiving Desert Monitors 5
- Fully new effect.
- Old effect was on the weak side for a five and therefore moved to Monitor 2, Refreshing Drink.

[lemurs] Discontent White-headed Lemurs 1
- Monitor and Lemur 1-valued card effects were swapped.
- Monitors are more about discard and lemurs about market manipulation, so it made a lot of sense to have them this way.

[lemurs] Discontent White-headed Lemurs 5
- Fully new effect.
- Old effect was moved to echidna 5, Velocipede, as it needed a new effect and the old Fashion Hint effect was about swapping, which is the theme of echidnas.

[lemurs] Discontent White-headed Lemurs 5
- Fully new effect.
- Old effect was clunky and rarely used.

[magpies] Scheming Green Magpies 1
- Card amount buffed from 3 to 4, and the rest are now discarded.
- Old effect was nearly always a worse Macaw 4, Spyglass. Cards should not be strictly better versions of other cards, even if they are of higher value.

[magpies] Scheming Green Magpies 2
- Buffed such that the effect happens already when Bribe is purchased.
- Old effect was fine, but quite slow to get value out of it.

[magpies] Scheming Green Magpies 4
- Buffed such that the card is discarded on incorrect guess.
- It's now more in line with Magpie 3, Burglary (similar effect but target's another player's deck), as both will discard the card on incorrect guess.
- Old Grasp was often underwhelming on incorrect guesses when compared to Raccoon 4, Dirty Exchange, for example.

[magpies] Scheming Green Magpies 5
- Instead of naming a card, you now have to name a set and a value. This way, players don't need to memorise card names.
- It's a tiny buff as well as you are now able to technically steal 2 fives of the same animalfolk set.
General note about the hares
The hare die’s reroll ability from the single face that had it was removed.

[hares] Superstitious Snowshoe Hares 1
- Fully new effect.
- Old effect was a bit underwhelming and hard to find good place to play it.

[hares] Superstitious Snowshoe Hares 5
- Fully new effect.
- Old effect was on the weak side for a five.
Dale of Merchants Collection
The animalfolk decks from Dale of Merchants Collection can now be found in the new games Dale of Merchants 4, 5, and 6. The game number can be seen on the bottom right corner of the new card.

[penguins] Vigorous Emperor Penguins 1
- Added spend and buffed the effect from one to 1–2 cards.
- Each 1-valued card typically uses the animalfolk deck's main gimmick. Therefore, we wanted penguin one to use spend.

[penguins] Vigorous Emperor Penguins 3
- The effect was reworked and streamlined slightly.
- Spend was increased to 2 but now you don't need to discard a card in the end.

[penguins] Vigorous Emperor Penguins 5
- The effect was reworked slightly to make it more interesting.
- Spend was turned into X and it will determine the number of cards you can place on the top of your deck.

[tuataras] Wealthy Tuataras 2
- The effect was streamlined and made passive.

[tuataras] Wealthy Tuataras 5
- The maximum amount to spend was buffed from 8 to a nice round 10.
General note about the turtles
Any turtle card with the finish keyword at the end of the effect text was reworked, as the new Dodo animalfolk deck has finish exclusively at the end of their card effects.

[turtles] Enthusiastic Wood Turtles 3
- Moved the finish keyword to the middle of the effect.

[turtles] Enthusiastic Wood Turtles 4
- Moved the finish keyword to the start of the effect and buffed finish from 3 to 2.
- Old effect is now Dodo 4.

[turtles] Enthusiastic Wood Turtles 5
- Fully new effect.
- Changed as the old effect would have overlapped too much with the new Turtle 4, Inspiration.

[turtles] Enthusiastic Wood Turtles 5
- Fully new effect.
- Old effect was unintuitive to use as the cards used to finish were always placed on your discard pile first and therefore placed on your deck.
General note about the Tasmanian devils
All Tasmanian devil cards were reworked such that you can target any player, including yourself, instead of only other players. This makes them stronger, especially with 3 or 4 players, where you might want to advance your game instead of hindering a single opponent.

[turtles] Mischievous Tasmanian Devils 1
- Fully new effect.

[turtles] Mischievous Tasmanian Devils 2
- Fully new effect.
- This is the old Tasmanian Devil 1 effect, reworked to any player.

[turtles] Mischievous Tasmanian Devils 3
- This is the old effect, reworked to any player.

[turtles] Mischievous Tasmanian Devils 4
- This is the old effect, reworked to any player.

[turtles] Mischievous Tasmanian Devils 5
- Fully new effect.

[turtles] Mischievous Tasmanian Devils 5
- Fully new effect.
General note about the pangolins
One of the pangolin die’s faces was changed from deck to hand. Therefore, it now has the following faces: hand, hand, deck, deck, discard, discard.

[pangolins] Fickle Giant Pangolins 2
- Buffed from 2 to 3 cards.

[pangolins] Fickle Giant Pangolins 3
- Fully new effect.
- Old effect was very often played incorrectly. The player was not supposed to look at the new random card before placing it on their deck.

[pangolins] Fickle Giant Pangolins 5
- Reworked and streamlined.
- The destination is no longer shuffled, but rather the cards are immediately swapped.

[pangolins] Fickle Giant Pangolins 5
- Fully new effect.
- Old effect had two separated effects which didn't feel well-connected.

[gulls] Swindling Black-headed Gulls 1
- Buffed from 2 to 3 cards.
- This is now nicely shares the card amount (3) with the four and the new five.

[gulls] Swindling Black-headed Gulls 2
- Tiny change where you must choose at least one player instead of being allowed to choose none with the old "up to 2" wording.
- You can now even choose yourself if you really want to.

[gulls] Swindling Black-headed Gulls 4
- Placing a card on a player's discard is now mandatory.
- You can choose yourself as well.

[gulls] Swindling Black-headed Gulls 5
- Placing a card on a player's discard is now mandatory.
- You can choose yourself as well.
- Old effect was a strictly better Platypus 4, Magnet. Cards should not be strictly better versions of other cards, even if they are of higher value.

[gulls] Swindling Black-headed Gulls 5
- Placing a card on a player's discard is now mandatory.
- You can choose yourself as well.
- This is now nicely shares the card amount (3) with the four and the new one.
General note about the mongooses and bats
Instead of one shared clock, each player now has their personal clock. It has three spaces, morning, day, and night. At the start of a player’s turn, they move their clock to morning. Playing a technique card advances the clock one space, and it cannot move past night. This way the clock is a lot less fiddly addition to the game, as it is moved at most 2 times per turn, and it’s very forgiving if you forget to move it.


[mongooses] Lively Slender Mongooses 1
- Buffed and reworked to work with the new clock.

[mongooses] Lively Slender Mongooses 2
- Old four was reworked and turned into this.
- Themes and card names of this and the four were swapped because of this.
- Old effect was buffed and turned into a new five.

[mongooses] Lively Slender Mongooses 3
- Reworked to work with the new clocks.

[mongooses] Lively Slender Mongooses 4
- Fully new effect.
- Themes and card names of this and the two were swapped as they made more sense this way with the new effects.
- Old effect was reworked and turned into a new two.

[mongooses] Lively Slender Mongooses 5
- Reworked to work with the new clocks.
- Turned into a passive card.

[mongooses] Lively Slender Mongooses 5
- Old two was reworked and buffed and turned into this.
- Card drawing at the end of your turn can no longer be interrupted, and therefore the old effect would not have worked as intended.

[bats] Stealthy Long-winged Tomb Bats 2
- Fully new effect.
- Old effect wasn't interesting enough to play a lot of the time.
- Now two, three, and four all have the same day effect of drawing a single card.

[bats] Stealthy Long-winged Tomb Bats 4
- Reworked the non-night part of the effect.
- Old day effect was turned in the the night effect of the two.
- Now two, three, and four all have the same day effect of drawing a single card.

[bats] Stealthy Long-winged Tomb Bats 5
- Fully new effect.
- Old effect was a strictly better three. Cards should not be strictly better versions of other cards, even if they are of higher value.

[bats] Stealthy Long-winged Tomb Bats 5
- Reworked and streamlined the effect.
Systematic Eurasian Beavers
The beaver deck can now be found in the new game Dale of Merchants 5.

[beavers] Systematic Eurasian Beavers 1
- Streamlined and buffed the old effect which was on the weak side.
- Changed the condition to trigger no matter how you gain a card from the market.
- This makes it possible to also combo with the two.

[beavers] Systematic Eurasian Beavers 2
- Changed the trigger to be the same with the new four.
- Tiny change making the effect mandatory.

[beavers] Systematic Eurasian Beavers 3
- Changed the condition to trigger no matter how you gain a card from the market.
- This makes it possible to also combo with the two.

[beavers] Systematic Eurasian Beavers 4
- Changed the trigger to be the same with the new two.
- Reworked where you only get one card from your discard, but you also do not have to use it to build.
- There's now a reason to play multiple of these at the same time.

[beavers] Systematic Eurasian Beavers 5
- Reworked the old, pretty confusing effect.

[beavers] Systematic Eurasian Beavers 5
- Tiny change making the effect mandatory.