Merge branch 'aarongilly-patch-1'
Adds many cards from Adventures - looks like mainly events are still missing.
This commit is contained in:
commit
45a9bdfb2c
@ -1337,68 +1337,68 @@ Stash has a different card back, you will also know if it's
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in a player's hand, or set aside for someone's Haven (from
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Seaside), and so on.
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:::Bag of Gold:
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:::Bag of Gold
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The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules.
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:::Diadem:
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:::Diadem
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This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules.
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:::Fairgrounds:
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:::Fairgrounds
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At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.
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:::Farming Village:
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:::Farming Village
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Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard
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all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type.
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:::Followers:
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:::Followers
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Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules.
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:::Fortune Teller:
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:::Fortune Teller
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Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find
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one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type.
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:::Hamlet:
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:::Hamlet
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First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for
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it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys.
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:::Harvest:
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:::Harvest
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Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed
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Copper, Silver, Copper, Estate, that would be +3 coins .
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:::Horn of Plenty:
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:::Horn of Plenty
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This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one).
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:::Horse Traders:
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:::Horse Traders
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When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards.
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:::Hunting Party:
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:::Hunting Party
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First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck.
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:::Jester:
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:::Jester
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Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card.
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:::Menagerie:
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:::Menagerie
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If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards.
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:::Princess:
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:::Princess
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This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules.
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:::Remake:
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:::Remake
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Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing.
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:::Tournament:
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:::Tournament
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First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin.
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:::Trusty Steed:
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:::Trusty Steed
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First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both
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gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules.
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:::Young Witch:
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:::Young Witch
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This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition.
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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.
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:::Walled Village:
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:::Walled Village
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When you play this, you draw a card and can play two more Actions this
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turn. At the start of your Clean-up phase, before discarding anything and
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before drawing for next turn, if you have a Walled Village in play and no
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@ -1413,7 +1413,7 @@ cards still in play from previous turns (duration cards from Dominion:
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Seaside) are counted, as are Action cards that are in play now but may
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leave play after resolving Walled Village (such as Treasury from
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Dominion: Seaside).
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:::Governor:
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:::Governor
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You always get +1 Action. Then you either
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1) draw three cards and each other player draws a card;
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2) gain a Gold and each other player gains a Silver;
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@ -1431,7 +1431,7 @@ If you do trash a card, you must gain a card if you can.
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You cannot trash a Governor you played to itself, as it is
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no longer in your hand when you play it (though you can trash
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another copy of Governor from your hand).
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:::Crossroads:
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:::Crossroads
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First reveal your hand, and draw a card for each
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Victory card you revealed, if any. The revealed cards all stay in
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your hand. Cards with two types, one of which is Victory, are
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@ -1442,7 +1442,7 @@ lets you play a card several times (like Throne Room from
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Dominion) on Crossroads, you will play Crossroads multiple
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times, getting +3 Actions the first time but not the others.
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:::Duchess:
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:::Duchess
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When you play this, you get +2 coins, and each player,
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including you, looks at the top card of his own deck and either
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discards it or puts it back on top, his choice. Any player with no
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@ -1454,7 +1454,7 @@ the player gained a Duchy due to buying one, or gained a Duchy
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some other way. Duchess does not interact in any special way
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with the promotional card Black Market.
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:::Fool's Gold:
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:::Fool's Gold
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This is both a Treasure and a Reaction. It can be
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played in your Buy phase like other Treasures. When you play it,
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it is worth 1 coin if this is the first time you played a Fool's Gold
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@ -1471,7 +1471,7 @@ Reaction is only usable when another player gains a Province, not
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you. It is usable whether a Province was gained due to being
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bought, or gained some other way.
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:::Develop:
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:::Develop
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First trash a card from your hand, if you have any cards
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in hand. Develop itself is no longer in your hand and so cannot
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trash itself (though it can trash other copies of Develop). If you
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@ -1484,13 +1484,13 @@ top of your deck rather than into your discard pile. If you trash a
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Copper with Develop, which costs 0 coins, you will try and fail to
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gain a card costing -1 coins (and also try to gain a card costing 1 coin).
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:::Oasis:
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:::Oasis
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You draw before discarding. You can discard the card you
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drew. If you are unable to draw a card (due to having no cards in
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your deck, and none in your discard pile to shuffle), you still
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discard a card if able.
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:::Oracle:
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:::Oracle
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First, each player including you, reveals the top two
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cards of his deck, and either discards both of them or puts both
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of them back on top, your choice. A player putting the cards
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@ -1498,7 +1498,7 @@ back puts them back in an order he chooses, and without
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needing to reveal that order. Then, you draw two cards. So if you
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put back the cards you revealed, you will draw them.
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:::Scheme:
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:::Scheme
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When you play this, you draw a card, get +1 Action, and
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set up an effect to happen later in the turn, at the start of Clean-
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up. At that time, you may optionally choose an Action card you
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@ -1512,7 +1512,7 @@ up, for example due to being a Duration card from Dominion:
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Seaside that was played this turn, then it does not get put on top
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of your deck.
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:::Tunnel:
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:::Tunnel
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This is both a Victory card and a Reaction. At the end of
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the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability
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functions when you discard it. You cannot simply choose to
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@ -1538,7 +1538,7 @@ telling you to "discard" cards. The Gold you gain comes from the
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Supply and is put into your discard pile; if there is no Gold left
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in the Supply, you do not gain one.
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:::Jack of all Trades:
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:::Jack of all Trades
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This card does four separate things, in the
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order listed; you do all of them (the last one is optional). First,
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gain a Silver from the Supply, putting it into your discard pile. If
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@ -1555,7 +1555,7 @@ can. Fourth, you may trash a card from your hand that is not a
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Treasure card. Cards with two types, one of which is Treasure, are
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Treasures.
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:::Noble Brigand:
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:::Noble Brigand
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When you play this, you get +1 coin. When you play
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this and also when you buy it, each other player reveals the top
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two cards of his deck, trashes a Silver or Gold he revealed that
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@ -1570,14 +1570,14 @@ Dominion or Secret Chamber from Intrigue in response.
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However, buying a Noble Brigand is not "playing an Attack card,"
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and so cads like Moat cannot respond to that.
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:::Nomad Camp:
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:::Nomad Camp
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When you gain this card, it goes on top of your
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deck rather than into your discard pile. This is true whether you
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gained it due to buying it or gained it some other way. If there
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were no cards in your deck, it becomes the only card in your
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deck.
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:::Silk Road:
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:::Silk Road
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This is a Victory card, not an Action card. It does
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nothing until the end of the game, when it is worth 1 victory point for
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every four Victory cards in your Deck (counting all of your cards
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@ -1589,12 +1589,12 @@ only 8 in the Supply for a 2-player game. Cards with multiple
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types, one of which is Victory, are Victory cards and so are
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counted by Silk Road.
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:::Spice Merchant:
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:::Spice Merchant
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You may trash a Treasure card from your hand.
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This is optional. If you did trash a Treasure card, you choose
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either to get +2 Cards and +1 Action, or +2 coins and +1 Buy.
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:::Trader:
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:::Trader
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When you play this, trash a card from your hand, and if
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you did, gain a number of Silvers equal to the cost of that card
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in coins. The Silvers come from the Supply and are put into your
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@ -1628,7 +1628,7 @@ Supply. If there are no Silvers left in the Supply, you can still
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reveal Trader when you gain a card; you gain nothing instead of
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the card you would have gained.
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:::Cache:
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:::Cache
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This is a treasure worth 3 coins, like Gold. When you gain it,
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you also gain two Coppers from the Supply. if there are not two
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Coppers left, just gain as many as you can. You only gain
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@ -1636,7 +1636,7 @@ Coppers when you gain Cache, not when you play it. You gain
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Coppers whether you gained Cache due to buying it, or gained it
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some other way.
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:::Cartographer:
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:::Cartographer
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You draw a card first, then look at the top 4 cards
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of your deck. If there are fewer than 4 cards left in your deck,
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look at the remaining cards, and shuffle your discard pile (which
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@ -1648,7 +1648,7 @@ of your deck in any order. if there were no cards left in your
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deck, these become the only cards in your deck. You do not
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reveal the cards you put back.
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:::Embassy:
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:::Embassy
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When you play this, you draw five cards, then discard
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three cards. The cards you discard can be ones that were in your
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hand and/or ones you just drew. You discard three cards if able,
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@ -1663,7 +1663,7 @@ them. The Silvers come from the Supply. If there are not enough
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Silvers left to go around, deal them out in turn order, starting
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with the player to the left of the player who gained Embassy.
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:::Haggler:
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:::Haggler
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When you play this, you get +2 coins. While this is in play,
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whenever you buy a card, you gain a cheaper card that is not a
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Victory card. For example, you could buy a Province, and gain a
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@ -1681,7 +1681,7 @@ more cards for each card you buy. Cards with two types, one of
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which is Victory, are Victory cards and so cannot be gained with
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Haggler.
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:::Highway:
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:::Highway
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This makes all cards cheaper (to a minimum of 0 coins) as
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long as it is in play. When it leaves play, it stops making cards
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cheaper This applies to cards everywhere - cards in the Supply,
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@ -1694,7 +1694,7 @@ less, as there is still only one copy of Highway in play. The bonus
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is cumulative; if you have three Highways in play, all cards cost
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1 coins less (to a minimum of 0 coins).
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:::Ill-Gotten Gains:
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:::Ill-Gotten Gains
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This is a Treasure worth 2 coins like Copper. When
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you play it, you may gain a Copper. The gained Copper comes
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from the Supply and is put into your hand; you can immediately
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@ -1709,7 +1709,7 @@ Gains. III-Gotten Gains is not an Attack, and gaining it is not
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playing an Attack; cards like Moat from Dominion do not work
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against it.
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:::Inn:
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:::Inn
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When you play this, you draw 2 cards, get +2 Actions, then
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discard 2 cards. The cards you discard can be ones that were in
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your hand and/or ones you just drew. You discard cards if able,
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@ -1726,7 +1726,7 @@ matter what order you leave your discard pile in afterwards. This
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ability functions if you gain Inn due to buying it, or gain Inn
|
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some other way.
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:::Mandarin:
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:::Mandarin
|
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When you play this, you get +3 coins, and put a card from
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your hand on top of your deck. If you have no cards left in hand,
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you do not put a card on top of your deck. If there are no cards
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@ -1744,19 +1744,19 @@ puts your played Treasures on your deck whether you gained it
|
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due to buying it or gained it some other way, although normally
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you will only have Treasures in play in your Buy phase.
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:::Margrave:
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:::Margrave
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You draw 3 cards and get +1 Buy. Each other player
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draws a card, then discards down to 3 cards in hand. Drawing a
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card is not optional for them. A player who only has 3 cards or
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fewer after drawing does not discard.
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:::Stables:
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:::Stables
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You may discard a Treasure card from your hand. This is
|
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optional. If you did discard one, you get +3 Cards and +1 Action.
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||||
You draw after discarding, so if you have to shuffle to get the 3
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cards, you will end up shuffling in the card you discarded.
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:::Border Village:
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:::Border Village
|
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When you play this, you draw a card and can play
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two more Actions this turn. When you gain this, you also gain a
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card from the Supply that costs less than Border Village.
|
||||
@ -1767,7 +1767,7 @@ card when you gain Border Village, not when you play it. You
|
||||
gain a card whether you gained Border Village due to buying it,
|
||||
or gained it some other way.
|
||||
|
||||
:::Farmland:
|
||||
:::Farmland
|
||||
This is a Victory card, not an Action card. It is worth 2
|
||||
victory points at the end of the game. When you buy it, you trash a card
|
||||
from your hand if able, and if you did, you gain a card from the
|
||||
@ -2435,112 +2435,167 @@ First you get +1 Card, +1 Action, and + Coin . Then you discard any number of ca
|
||||
:::Bridge Troll
|
||||
This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins).
|
||||
|
||||
:::Caravan Guard: This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.
|
||||
:::Caravan Guard
|
||||
This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.
|
||||
|
||||
:::Coin of the Realm: This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.
|
||||
:::Coin of the Realm
|
||||
This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.
|
||||
|
||||
:::Distant Lands: This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth).
|
||||
:::Distant Lands
|
||||
This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth).
|
||||
|
||||
:::Dungeon: When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.
|
||||
:::Dungeon
|
||||
When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.
|
||||
|
||||
:::Duplicate: When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.
|
||||
:::Duplicate
|
||||
When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.
|
||||
|
||||
:::Gear: You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.
|
||||
:::Gear
|
||||
You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.
|
||||
|
||||
:::Giant: At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.
|
||||
:::Giant
|
||||
At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.
|
||||
|
||||
:::Guide: When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.
|
||||
:::Guide
|
||||
When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.
|
||||
|
||||
:::Haunted Woods: Playing this sets up two effects for the future: you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.
|
||||
:::Haunted Woods: Playing this sets up two effects for the future
|
||||
you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.
|
||||
|
||||
:::Hireling: After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.
|
||||
:::Hireling
|
||||
After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.
|
||||
|
||||
:::Lost City: When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.
|
||||
:::Lost City
|
||||
When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.
|
||||
|
||||
:::Magpie: If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.
|
||||
:::Magpie
|
||||
If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.
|
||||
|
||||
:::Messenger: When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.
|
||||
:::Messenger
|
||||
When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.
|
||||
|
||||
:::Miser: You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.
|
||||
:::Miser
|
||||
You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.
|
||||
|
||||
:::Page: See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.
|
||||
:::Page
|
||||
See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.
|
||||
|
||||
:::Peasant: See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.
|
||||
:::Peasant
|
||||
See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.
|
||||
|
||||
:::Port: When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.
|
||||
:::Port
|
||||
When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.
|
||||
|
||||
:::Ranger: At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.
|
||||
:::Ranger
|
||||
At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.
|
||||
|
||||
:::Ratcatcher: When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.
|
||||
:::Ratcatcher
|
||||
When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.
|
||||
|
||||
:::Raze: If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.
|
||||
:::Raze
|
||||
If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.
|
||||
|
||||
:::Relic: This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.
|
||||
:::Relic
|
||||
This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.
|
||||
|
||||
:::Royal Carriage: When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.
|
||||
:::Royal Carriage
|
||||
When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.
|
||||
|
||||
:::Storyteller: This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been "spent" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.
|
||||
:::Storyteller
|
||||
This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been "spent" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.
|
||||
|
||||
:::Swamp Hag: Playing this sets up two effects for the future: you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.
|
||||
:::Swamp Hag: Playing this sets up two effects for the future
|
||||
you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.
|
||||
|
||||
:::Transmogrify: When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.
|
||||
:::Transmogrify
|
||||
When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.
|
||||
|
||||
:::Treasure Trove: This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.
|
||||
:::Treasure Trove
|
||||
This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.
|
||||
|
||||
:::Wine Merchant: When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.
|
||||
:::Wine Merchant
|
||||
When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.
|
||||
|
||||
:::Alms: You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.
|
||||
:::Alms
|
||||
You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.
|
||||
|
||||
:::Ball: When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.
|
||||
:::Ball
|
||||
When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.
|
||||
|
||||
:::Bonfire: This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.
|
||||
:::Bonfire
|
||||
This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.
|
||||
|
||||
:::Borrow: You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.
|
||||
:::Borrow
|
||||
You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.
|
||||
|
||||
:::Expedition: This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.
|
||||
:::Expedition
|
||||
This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.
|
||||
|
||||
:::Ferry: When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.
|
||||
:::Ferry
|
||||
When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.
|
||||
|
||||
:::Inheritance: You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.
|
||||
:::Inheritance
|
||||
You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.
|
||||
|
||||
:::Lost Arts: When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.
|
||||
:::Lost Arts
|
||||
When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.
|
||||
|
||||
:::Mission: You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.
|
||||
:::Mission
|
||||
You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.
|
||||
|
||||
:::Pathfinding: When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.
|
||||
:::Pathfinding
|
||||
When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.
|
||||
|
||||
:::Pilgrimage: At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.
|
||||
:::Pilgrimage
|
||||
At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.
|
||||
|
||||
:::Plan: When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.
|
||||
:::Plan
|
||||
When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.
|
||||
|
||||
:::Quest: You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.
|
||||
:::Quest
|
||||
You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.
|
||||
|
||||
:::Raid: This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.
|
||||
:::Raid
|
||||
This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.
|
||||
|
||||
:::Save: You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.
|
||||
:::Save
|
||||
You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.
|
||||
|
||||
:::Scouting Party: When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.
|
||||
:::Scouting Party
|
||||
When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.
|
||||
|
||||
:::Seaway: When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.
|
||||
:::Seaway
|
||||
When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.
|
||||
|
||||
:::Trade: You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.
|
||||
:::Trade
|
||||
You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.
|
||||
|
||||
:::Training: When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.
|
||||
:::Training
|
||||
When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.
|
||||
|
||||
:::Travelling Fair: When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.
|
||||
:::Travelling Fair
|
||||
When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.
|
||||
|
||||
:::Champion: Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.
|
||||
:::Champion
|
||||
Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.
|
||||
|
||||
:::Disciple: Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.
|
||||
:::Disciple
|
||||
Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.
|
||||
|
||||
:::Fugitive: When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.
|
||||
:::Fugitive
|
||||
When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.
|
||||
|
||||
:::Hero: The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.
|
||||
:::Hero
|
||||
The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.
|
||||
|
||||
:::Soldier: This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.
|
||||
:::Soldier
|
||||
This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.
|
||||
|
||||
:::Teacher: When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.
|
||||
:::Teacher
|
||||
When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.
|
||||
|
||||
:::Treasure Hunter: This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.
|
||||
:::Treasure Hunter
|
||||
This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.
|
||||
|
||||
:::Warrior: Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers.
|
||||
:::Warrior
|
||||
Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers.
|
||||
|
||||
@ -519,3 +519,139 @@ You may discard a Treasure card. If you do, take a Coin token.
|
||||
______________________
|
||||
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
|
||||
13 Taxman Guilds Action - Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.
|
||||
|
||||
1 Amulet Adventures Action - Duration $3 Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.
|
||||
2 Artificer Adventures Action $4 +1 Card
|
||||
+1 Action
|
||||
+1 Coin
|
||||
Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.
|
||||
3 Bridge Troll Adventures Action - Attack - Duration $5 Each other player takes his -1 Coin token. Now and at the start of your next turn:
|
||||
+1 Buy
|
||||
______________________
|
||||
While this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.
|
||||
4 Caravan Guard Adventures Action - Duration - Reaction $3 +1 Card
|
||||
+1 Action
|
||||
At the start of your next turn, +1 Coin
|
||||
______________________
|
||||
When another player plays an Attack card, you may pla this from your hand. (+1 Action has no effect if it's not your turn.)
|
||||
5 Dungeon Adventures Action - Duration $3 +1 Action
|
||||
Now and at the start of your next turn: +2 Cards then discard 2 cards.
|
||||
6 Duplicate Adventures Action - Reserve $4 Put this on your Tavern mat.
|
||||
______________________
|
||||
When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.
|
||||
7 Gear Adventures Action - Duration $3 +2 Cards
|
||||
Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
|
||||
8 Giant Adventures Action - Attack $5 Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.
|
||||
9 Guide Adventures Action - Reserve $3 +1 Card
|
||||
+1 Action
|
||||
Put this on your Tavern mat.
|
||||
______________________
|
||||
At the start of your turn, you may call this, to discard your hand and draw 5 cards.
|
||||
10 Haunted Woods Adventures Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.
|
||||
At the start of your next turn:
|
||||
+3 Cards
|
||||
11 Hireling Adventures Action - Duration $6 At the start of each of your turns for the rest of the game:
|
||||
+1 Card
|
||||
(This stays in play.)
|
||||
12 Lost City Adventures Action $5 +2 Cards
|
||||
+2 Actions
|
||||
______________________
|
||||
When you gain this, each other player draws a card.
|
||||
13 Magpie Adventures Action $4 +1 Card
|
||||
+1 Action
|
||||
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
|
||||
14 Messenger Adventures Action $4 +1 Buy
|
||||
+2 Coins
|
||||
You may put your deck into your discard pile.
|
||||
______________________
|
||||
When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.
|
||||
15 Miser Adventures Action $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.
|
||||
16 Ranger Adventures Action $4 +1 Buy
|
||||
Turn your Journey token over (it starts face up). If it's face up, +5 Cards.
|
||||
17 Ratcatcher Adventures Action - Reserve $2 +1 Card
|
||||
+1 Action
|
||||
Put this on your Tavern mat.
|
||||
______________________
|
||||
At the start of your turn, you may call this, to trash a card from your hand.
|
||||
18 Raze Adventures Action $2 +1 Action
|
||||
Trash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest.
|
||||
19 Royal Carriage Adventures Action - Reserve $5 +1 Action
|
||||
Put this on your Tavern mat.
|
||||
______________________
|
||||
Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.
|
||||
20 Storyteller Adventures Action $5 +1 Action
|
||||
+1 Coin
|
||||
Play up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid.
|
||||
21 Swamp Hag Adventures Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he gains a Curse.
|
||||
At the start of your next turn:
|
||||
+3 Coins
|
||||
22 Transmogrify Adventures Action - Reserve $4 +1 Action
|
||||
Put this on your Tavern mat.
|
||||
______________________
|
||||
At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.
|
||||
23 Wine Merchant Adventures Action - Reserve $5 +1 Buy
|
||||
+4 Coins
|
||||
Put this on your Tavern mat.
|
||||
______________________
|
||||
At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.
|
||||
24 Port Adventures Action $4 +1 Card
|
||||
+2 Actions
|
||||
______________________
|
||||
When you buy this, gain another Port.
|
||||
25 Coin of the Realm Adventures Treasure - Reserve $2 1 Coin
|
||||
When you play this, put it on your Tavern mat.
|
||||
______________________
|
||||
Directly after resolving an Action, you may call this for +2 Actions.
|
||||
26 Relic Adventures Treasure - Attack $5 2 Coins
|
||||
When you play this, each other player puts his -1 Card token on his deck.
|
||||
27 Treasure Trove Adventures Treasure $5 2 Coins
|
||||
When you play this, gain a Gold and a Copper.
|
||||
28 Distant Lands Adventures Action - Reserve - Victory $5 Put this on your Tavern mat.
|
||||
______________________
|
||||
Worth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).
|
||||
29 Page Adventures Action - Traveller $2 +1 Card
|
||||
+1 Action
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Treasure Hunter.
|
||||
30 Peasant Adventures Action - Traveller $2 +1 Buy
|
||||
+1 Coin
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Soldier.
|
||||
31 Treasure Hunter Adventures Action - Traveller $3 +1 Action
|
||||
+1 Coin
|
||||
Gain a Silver per card the player to your right gained in his last turn.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Warrior.
|
||||
(This is not in the Supply.)
|
||||
32 Warrior Adventures Action - Attack - Traveller $4 +2 Cards
|
||||
For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Hero.
|
||||
(This is not in the Supply.)
|
||||
33 Hero Adventures Action - Traveller $5 +2 Coins
|
||||
Gain a Treasure.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Champion.
|
||||
(This is not in the Supply.)
|
||||
34 Champion Adventures Action - Duration $6 +1 Action
|
||||
For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.
|
||||
(This stays in play. This is not in the Supply.)
|
||||
35 Soldier Adventures Action - Attack - Traveller $3 +2 Coins
|
||||
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Fugitive.
|
||||
(This is not in the Supply.)
|
||||
36 Fugitive Adventures Action - Traveller $4 +2 Cards
|
||||
+1 Action
|
||||
Discard a card.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Disciple.
|
||||
(This is not in the Supply.)
|
||||
37 Disciple Adventures Action - Traveller $5 You may play an Action card from your hand twice. Gain a copy of it.
|
||||
______________________
|
||||
When you discard this from play, you may exchange it for a Teacher.
|
||||
(This is not in the Supply.)
|
||||
38 Teacher Adventures Action - Reserve $6 Put this on your Tavern mat.
|
||||
______________________
|
||||
At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).
|
||||
(This is not in the Supply.)
|
||||
|
||||
@ -10,3 +10,5 @@
|
||||
"Looter": "Looter"
|
||||
"Curse": "Curse"
|
||||
"Blank": "Blank"
|
||||
"Reserve": "Reserve"
|
||||
"Traveller": "Traveller"
|
||||
|
||||
@ -100,14 +100,21 @@ class DominionTabs:
|
||||
CardType(('Action', 'Reaction'), 'reaction.png'),
|
||||
CardType(('Action', 'Victory'), 'action-victory.png'),
|
||||
CardType(('Action', 'Duration'), 'duration.png'),
|
||||
CardType(('Action', 'Duration', 'Reaction'), 'duration.png'),
|
||||
CardType(('Action', 'Attack', 'Duration'), 'duration.png'),
|
||||
CardType(('Action', 'Looter'), 'action.png'),
|
||||
CardType(('Action', 'Prize'), 'action.png'),
|
||||
CardType(('Action', 'Ruins'), 'ruins.png', 0, 1),
|
||||
CardType(('Action', 'Shelter'), 'shelter.png', 0, 1),
|
||||
CardType(('Action', 'Attack', 'Looter'), 'action.png'),
|
||||
CardType(('Action', 'Reserve'), 'action.png'),
|
||||
CardType(('Action', 'Reserve', 'Victory'), 'action.png'),
|
||||
CardType(('Action', 'Traveller'), 'action.png'),
|
||||
CardType(('Reaction',), 'reaction.png'),
|
||||
CardType(('Reaction', 'Shelter'), 'shelter.png', 0, 1),
|
||||
CardType(('Reserve'), 'action.png'),
|
||||
CardType(('Treasure',), 'treasure.png', 3, 0),
|
||||
CardType(('Treasure', 'Attack'), 'treasure.png'),
|
||||
CardType(('Treasure', 'Victory'), 'treasure-victory.png'),
|
||||
CardType(('Treasure', 'Prize'), 'treasure.png', 3, 0),
|
||||
CardType(('Treasure', 'Reaction'), 'treasure-reaction.png', 0, 1),
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user