back text for Walled Village and Governor

This commit is contained in:
Sumpfork 2014-03-04 16:23:32 -08:00
parent ddc95503a1
commit 11133094b8

View File

@ -1399,9 +1399,38 @@ This card causes there to be an extra pile in the Supply, called the Bane pile;
When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse.
:::Walled Village: :::Walled Village:
When you play this, you draw a card and can play two more Actions this
turn. At the start of your Clean-up phase, before discarding anything and
before drawing for next turn, if you have a Walled Village in play and no
more than two Action cards in play (counting the Walled Village), you may
put the Walled Village on top of your deck. If the only cards you have in
play are two Walled Villages, you may put either or both of them on top of
your deck. Walled Village has to be in play to be put on top of your deck.
Walled Village only checks how many Action cards are in play when its
ability resolves; Action cards you played earlier this turn but which are no
longer in play (such as Feast from Dominion) are not counted, while Action
cards still in play from previous turns (duration cards from Dominion:
Seaside) are counted, as are Action cards that are in play now but may
leave play after resolving Walled Village (such as Treasury from
Dominion: Seaside).
:::Governor: :::Governor:
You always get +1 Action. Then you either
1) draw three cards and each other player draws a card;
2) gain a Gold and each other player gains a Silver;
3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more.
Go in turn order, starting with yourself; this may matter if piles are low.
The gained cards come from the Supply and are put into discard piles;
if there are none left, those cards are not gained.
For example if you choose the second option and
there is only one Silver in the Supply, the player to your
left gets it and no-one else gets one.
For the third option, you only gain a card if you trashed a card,
and only if there is a card available in the Supply with the exact cost required.
If you do trash a card, you must gain a card if you can.
You cannot trash a Governor you played to itself, as it is
no longer in your hand when you play it (though you can trash
another copy of Governor from your hand).
:::Crossroads: :::Crossroads:
First reveal your hand, and draw a card for each First reveal your hand, and draw a card for each
Victory card you revealed, if any. The revealed cards all stay in Victory card you revealed, if any. The revealed cards all stay in