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@ -4375,6 +4375,518 @@
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},{
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"renaissance"
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"cost": "8",
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"group_tag": "renaissance projects",
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},{
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"card_tag": "Crop Rotation",
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"cost": "6",
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"Project"
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},{
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"Treasure"
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},{
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"card_tag": "Experiment",
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"cost": "4",
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"group_tag": "renaissance projects",
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"cost": "4",
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"group_tag": "renaissance projects",
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"Artifact"
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"card_tag": "Flag Bearer",
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"cost": "4",
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"group_tag": "Flag Bearer - Flag",
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"group_tag": "renaissance projects",
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"Project"
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},{
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"card_tag": "Hideout",
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"Action"
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},{
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"card_tag": "Horn",
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"renaissance"
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"cost": "",
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"group_tag": "Border Guard - LanternHorn",
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"randomizer": false,
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"types": [
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"Artifact"
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},{
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"card_tag": "Improve",
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"renaissance"
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"cost": "3",
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"types": [
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"Action"
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},{
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"card_tag": "Innovation",
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"renaissance"
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],
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"cost": "6",
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"group_tag": "renaissance projects",
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"randomizer": false,
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"types": [
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"Project"
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},{
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"card_tag": "Inventor",
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"renaissance"
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"cost": "4",
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"types": [
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"Action"
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},{
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"card_tag": "Key",
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"renaissance"
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"cost": "",
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"group_tag": "Treasurer - Key",
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"types": [
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"Artifact"
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},{
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"card_tag": "Lackeys",
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"renaissance"
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],
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"cost": "2",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Lantern",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "",
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"group_tag": "Border Guard - LanternHorn",
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"randomizer": false,
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"types": [
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"Artifact"
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]
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},{
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"card_tag": "Mountain Village",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "4",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Old Witch",
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Action",
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"Attack"
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]
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},{
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"card_tag": "Pageant",
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"renaissance"
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],
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"cost": "3",
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"group_tag": "renaissance projects",
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"randomizer": false,
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"types": [
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"Project"
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]
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},{
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"card_tag": "Patron",
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"renaissance"
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],
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"cost": "4",
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"types": [
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"Action",
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"Reaction"
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]
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},{
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"card_tag": "Piazza",
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"renaissance"
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],
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"cost": "5",
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"group_tag": "renaissance projects",
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"randomizer": false,
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"types": [
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"Project"
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},{
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"renaissance"
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],
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"cost": "4",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Recruiter",
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"renaissance"
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"cost": "5",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Research",
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"renaissance"
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],
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"cost": "4",
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"types": [
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"Action",
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"Duration"
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]
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},{
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"card_tag": "Road Network",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "5",
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"group_tag": "renaissance projects",
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"randomizer": false,
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"types": [
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"Project"
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]
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},{
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"card_tag": "Scepter",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Treasure"
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]
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},{
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"card_tag": "Scholar",
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Sculptor",
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Seer",
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Sewers",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "3",
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"group_tag": "renaissance projects",
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"types": [
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"Project"
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]
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},{
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"card_tag": "Silk Merchant",
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"renaissance"
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],
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"cost": "4",
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"types": [
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"Action"
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]
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},{
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"card_tag": "Silos",
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"renaissance"
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],
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"cost": "4",
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"group_tag": "renaissance projects",
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"types": [
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"Project"
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]
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},{
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"card_tag": "Sinister Plot",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "4",
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"group_tag": "renaissance projects",
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"types": [
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"Project"
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]
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},{
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"card_tag": "Spices",
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"cardset_tags": [
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"renaissance"
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],
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"cost": "5",
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"types": [
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"Treasure"
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]
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},{
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"card_tag": "Star Chart",
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"cardset_tags": [
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||||||
|
"renaissance"
|
||||||
|
],
|
||||||
|
"cost": "3",
|
||||||
|
"group_tag": "renaissance projects",
|
||||||
|
"randomizer": false,
|
||||||
|
"types": [
|
||||||
|
"Project"
|
||||||
|
]
|
||||||
|
},{
|
||||||
|
"card_tag": "Swashbuckler",
|
||||||
|
"cardset_tags": [
|
||||||
|
"renaissance"
|
||||||
|
],
|
||||||
|
"cost": "5",
|
||||||
|
"group_tag": "Swashbuckler - Treasure Chest",
|
||||||
|
"group_top": true,
|
||||||
|
"types": [
|
||||||
|
"Action"
|
||||||
|
]
|
||||||
|
},{
|
||||||
|
"card_tag": "Treasure Chest",
|
||||||
|
"cardset_tags": [
|
||||||
|
"renaissance"
|
||||||
|
],
|
||||||
|
"cost": "",
|
||||||
|
"group_tag": "Swashbuckler - Treasure Chest",
|
||||||
|
"randomizer": false,
|
||||||
|
"types": [
|
||||||
|
"Artifact"
|
||||||
|
]
|
||||||
|
},{
|
||||||
|
"card_tag": "Treasurer",
|
||||||
|
"cardset_tags": [
|
||||||
|
"renaissance"
|
||||||
|
],
|
||||||
|
"cost": "5",
|
||||||
|
"group_tag": "Treasurer - Key",
|
||||||
|
"group_top": true,
|
||||||
|
"types": [
|
||||||
|
"Action"
|
||||||
|
]
|
||||||
|
},{
|
||||||
|
"card_tag": "Villain",
|
||||||
|
"cardset_tags": [
|
||||||
|
"renaissance"
|
||||||
|
],
|
||||||
|
"cost": "5",
|
||||||
|
"types": [
|
||||||
|
"Action",
|
||||||
|
"Attack"
|
||||||
|
]
|
||||||
},{
|
},{
|
||||||
"card_tag": "Ambassador",
|
"card_tag": "Ambassador",
|
||||||
"cardset_tags": [
|
"cardset_tags": [
|
||||||
|
|||||||
@ -1446,8 +1446,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Baker": {
|
"Baker": {
|
||||||
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
|
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||||||
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (take a Coin token). In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
||||||
"name": "Baker",
|
"name": "Baker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1458,8 +1458,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Candlestick Maker": {
|
"Candlestick Maker": {
|
||||||
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
|
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||||||
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
|
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||||||
"name": "Candlestick Maker",
|
"name": "Candlestick Maker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1488,14 +1488,14 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Merchant Guild": {
|
"Merchant Guild": {
|
||||||
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
|
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||||||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (take a Coin token). Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
||||||
"name": "Merchant Guild",
|
"name": "Merchant Guild",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Plaza": {
|
"Plaza": {
|
||||||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
|
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||||||
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||||||
"name": "Plaza",
|
"name": "Plaza",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -2525,6 +2525,306 @@
|
|||||||
"name": "Delnická Ctvrt",
|
"name": "Delnická Ctvrt",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
||||||
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
||||||
@ -2628,7 +2928,7 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Pirate Ship": {
|
"Pirate Ship": {
|
||||||
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you +1 Coffers (take a Coin token); or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
||||||
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
||||||
"name": "Pirate Ship",
|
"name": "Pirate Ship",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
@ -2849,6 +3149,36 @@
|
|||||||
"name": "Events - Promos",
|
"name": "Events - Promos",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "Py"
|
"text_icon": "Py"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Seaside",
|
"set_name": "Seaside",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Action",
|
"Action": "Action",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Attack",
|
"Attack": "Attack",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prize",
|
"Prize": "Prize",
|
||||||
"Prizes": "Prizes",
|
"Prizes": "Prizes",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reaction",
|
"Reaction": "Reaction",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruins",
|
"Ruins": "Ruins",
|
||||||
|
|||||||
@ -2220,6 +2220,306 @@
|
|||||||
"name": "Arbeiterdorf",
|
"name": "Arbeiterdorf",
|
||||||
"untranslated": "extra"
|
"untranslated": "extra"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Decke eine Karte aus deiner Hand auf. Lege bis zu 2 dieser Karten aus deiner Hand zurück in den Vorrat. Jeder Mitspieler muss sich eine solche Karte vom Vorrat nehmen.",
|
"description": "Decke eine Karte aus deiner Hand auf. Lege bis zu 2 dieser Karten aus deiner Hand zurück in den Vorrat. Jeder Mitspieler muss sich eine solche Karte vom Vorrat nehmen.",
|
||||||
"extra": "Wähle eine beliebige Handkarte und zeige sie deinen Mitspielern. Du darfst dann bis zu 2 dieser Karten von deiner Hand zurück in den Vorrat legen. Jeder Mitspieler nimmt sich anschließend eine solche Karte aus dem Vorrat (reihum im Uhrzeigersinn, beginnend beim linken Mitspieler). Der ausgespielte BOTSCHAFTER kann nicht in den Vorrat zurückgelegt werden.",
|
"extra": "Wähle eine beliebige Handkarte und zeige sie deinen Mitspielern. Du darfst dann bis zu 2 dieser Karten von deiner Hand zurück in den Vorrat legen. Jeder Mitspieler nimmt sich anschließend eine solche Karte aus dem Vorrat (reihum im Uhrzeigersinn, beginnend beim linken Mitspieler). Der ausgespielte BOTSCHAFTER kann nicht in den Vorrat zurückgelegt werden.",
|
||||||
@ -2512,6 +2812,36 @@
|
|||||||
"name": "Ereignisse Promo",
|
"name": "Ereignisse Promo",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
@ -2555,5 +2885,3 @@
|
|||||||
"untranslated": "Note: This card is currently not used."
|
"untranslated": "Note: This card is currently not used."
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "Bl"
|
"text_icon": "Bl"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Seaside",
|
"set_name": "Seaside",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Aktion",
|
"Action": "Aktion",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Angriff",
|
"Attack": "Angriff",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Preis",
|
"Prize": "Preis",
|
||||||
"Prizes": "Preise",
|
"Prizes": "Preise",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reaktion",
|
"Reaction": "Reaktion",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruinen",
|
"Ruins": "Ruinen",
|
||||||
|
|||||||
@ -12,6 +12,10 @@
|
|||||||
"Buy",
|
"Buy",
|
||||||
"Actions",
|
"Actions",
|
||||||
"Action",
|
"Action",
|
||||||
|
"Coffer",
|
||||||
|
"Coffers",
|
||||||
|
"Villager",
|
||||||
|
"Villagers",
|
||||||
"<VP>"
|
"<VP>"
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@ -1205,8 +1205,8 @@
|
|||||||
"name": "Advisor"
|
"name": "Advisor"
|
||||||
},
|
},
|
||||||
"Baker": {
|
"Baker": {
|
||||||
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
|
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||||||
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (take a Coin token). In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
||||||
"name": "Baker"
|
"name": "Baker"
|
||||||
},
|
},
|
||||||
"Butcher": {
|
"Butcher": {
|
||||||
@ -1215,8 +1215,8 @@
|
|||||||
"name": "Butcher"
|
"name": "Butcher"
|
||||||
},
|
},
|
||||||
"Candlestick Maker": {
|
"Candlestick Maker": {
|
||||||
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
|
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||||||
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
|
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||||||
"name": "Candlestick Maker"
|
"name": "Candlestick Maker"
|
||||||
},
|
},
|
||||||
"Doctor": {
|
"Doctor": {
|
||||||
@ -1240,13 +1240,13 @@
|
|||||||
"name": "Masterpiece"
|
"name": "Masterpiece"
|
||||||
},
|
},
|
||||||
"Merchant Guild": {
|
"Merchant Guild": {
|
||||||
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
|
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||||||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (take a Coin token). Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
||||||
"name": "Merchant Guild"
|
"name": "Merchant Guild"
|
||||||
},
|
},
|
||||||
"Plaza": {
|
"Plaza": {
|
||||||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
|
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||||||
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||||||
"name": "Plaza"
|
"name": "Plaza"
|
||||||
},
|
},
|
||||||
"Soothsayer": {
|
"Soothsayer": {
|
||||||
@ -2104,6 +2104,256 @@
|
|||||||
"extra": "You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.",
|
"extra": "You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.",
|
||||||
"name": "Worker's Village"
|
"name": "Worker's Village"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
||||||
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
||||||
@ -2190,7 +2440,7 @@
|
|||||||
"name": "Pearl Diver"
|
"name": "Pearl Diver"
|
||||||
},
|
},
|
||||||
"Pirate Ship": {
|
"Pirate Ship": {
|
||||||
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you +1 Coffers (take a Coin token); or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
||||||
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
||||||
"name": "Pirate Ship"
|
"name": "Pirate Ship"
|
||||||
},
|
},
|
||||||
@ -2374,6 +2624,31 @@
|
|||||||
"extra": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
|
"extra": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
|
||||||
"name": "Events - Promos"
|
"name": "Events - Promos"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "P"
|
"text_icon": "P"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Seaside",
|
"set_name": "Seaside",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Action",
|
"Action": "Action",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Attack",
|
"Attack": "Attack",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prize",
|
"Prize": "Prize",
|
||||||
"Prizes": "Prizes",
|
"Prizes": "Prizes",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reaction",
|
"Reaction": "Reaction",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruins",
|
"Ruins": "Ruins",
|
||||||
|
|||||||
@ -1355,8 +1355,8 @@
|
|||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Baker": {
|
"Baker": {
|
||||||
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
|
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||||||
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (take a Coin token). In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
||||||
"name": "Boulanger",
|
"name": "Boulanger",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
@ -1367,8 +1367,8 @@
|
|||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Candlestick Maker": {
|
"Candlestick Maker": {
|
||||||
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
|
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||||||
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
|
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||||||
"name": "Cirier",
|
"name": "Cirier",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
@ -1397,14 +1397,14 @@
|
|||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Merchant Guild": {
|
"Merchant Guild": {
|
||||||
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
|
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||||||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (take a Coin token). Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
||||||
"name": "Guilde des Marchands",
|
"name": "Guilde des Marchands",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Plaza": {
|
"Plaza": {
|
||||||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
|
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||||||
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||||||
"name": "Place du village",
|
"name": "Place du village",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
@ -2408,6 +2408,306 @@
|
|||||||
"name": "Village ouvrier",
|
"name": "Village ouvrier",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
||||||
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
||||||
@ -2511,7 +2811,7 @@
|
|||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Pirate Ship": {
|
"Pirate Ship": {
|
||||||
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you +1 Coffers (take a Coin token); or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
||||||
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
||||||
"name": "Bateau pirate",
|
"name": "Bateau pirate",
|
||||||
"untranslated": "description, extra"
|
"untranslated": "description, extra"
|
||||||
@ -2594,8 +2894,8 @@
|
|||||||
"Shelters": {
|
"Shelters": {
|
||||||
"description": "<left><u>Hovel</u>: When you buy a Victory card, you may trash this from your hand.</left><left><br><u>Necropolis</u>: +2 Actions</left><left><u>Overgrown Estate</u>: 0 <VP>; when you trash this, +1 Card.</left>",
|
"description": "<left><u>Hovel</u>: When you buy a Victory card, you may trash this from your hand.</left><left><br><u>Necropolis</u>: +2 Actions</left><left><u>Overgrown Estate</u>: 0 <VP>; when you trash this, +1 Card.</left>",
|
||||||
"extra": " See Preparation. A shelter is never in the supply. <u>Hovel</u>: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. <u>Overgrown Estate</u>: It is a Victory card despite being worth 0<VP>. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. <u>Necropolis</u>: This is an Action card; when you play it, you get +2 Actions. ",
|
"extra": " See Preparation. A shelter is never in the supply. <u>Hovel</u>: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. <u>Overgrown Estate</u>: It is a Victory card despite being worth 0<VP>. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. <u>Necropolis</u>: This is an Action card; when you play it, you get +2 Actions. ",
|
||||||
"name": "Shelters",
|
"name": "Refuges",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra"
|
||||||
},
|
},
|
||||||
"Urchin - Mercenary": {
|
"Urchin - Mercenary": {
|
||||||
"description": "<justify><u>Urchin</u>: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.</justify>",
|
"description": "<justify><u>Urchin</u>: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.</justify>",
|
||||||
@ -2729,6 +3029,36 @@
|
|||||||
"name": "Events - Promos",
|
"name": "Events - Promos",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "P"
|
"text_icon": "P"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Rivages",
|
"set_name": "Rivages",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Action",
|
"Action": "Action",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Attaque",
|
"Attack": "Attaque",
|
||||||
"Blank": "Vierge",
|
"Blank": "Vierge",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prix",
|
"Prize": "Prix",
|
||||||
"Prizes": "Prix",
|
"Prizes": "Prix",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Réaction",
|
"Reaction": "Réaction",
|
||||||
"Reserve": "Taverne",
|
"Reserve": "Taverne",
|
||||||
"Ruins": "Ruines",
|
"Ruins": "Ruines",
|
||||||
|
|||||||
@ -1381,8 +1381,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Baker": {
|
"Baker": {
|
||||||
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
|
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||||||
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (take a Coin token). In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
||||||
"name": "Baker",
|
"name": "Baker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1393,8 +1393,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Candlestick Maker": {
|
"Candlestick Maker": {
|
||||||
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
|
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||||||
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
|
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||||||
"name": "Candlestick Maker",
|
"name": "Candlestick Maker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1423,14 +1423,14 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Merchant Guild": {
|
"Merchant Guild": {
|
||||||
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
|
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||||||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (take a Coin token). Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
||||||
"name": "Merchant Guild",
|
"name": "Merchant Guild",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Plaza": {
|
"Plaza": {
|
||||||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
|
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||||||
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||||||
"name": "Plaza",
|
"name": "Plaza",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -2384,6 +2384,306 @@
|
|||||||
"extra": " Peschi una carta, puoi giocare altre due Azioni in questo turno, e puoi acquistare un'altra carta nella tua fase Acquisto in questo turno.",
|
"extra": " Peschi una carta, puoi giocare altre due Azioni in questo turno, e puoi acquistare un'altra carta nella tua fase Acquisto in questo turno.",
|
||||||
"name": "Cantiere"
|
"name": "Cantiere"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Rivela una carta dalla tua mano. Rimetti fino a 2 copie di essa dalla tua mano alla Riserva. Quindi ogni altro giocatore ne ottiene una copia.",
|
"description": "Rivela una carta dalla tua mano. Rimetti fino a 2 copie di essa dalla tua mano alla Riserva. Quindi ogni altro giocatore ne ottiene una copia.",
|
||||||
"extra": " Prima scegli e rivela una carta dalla tua mano. Puoi mettere fino a 2 copie di quella carta dalla tua mano nella Riserva. Puoi anche non metterne alcuna. Quindi ogni altro giocatore ottiene una copia di quella carta dalla Riserva. Se il mazzetto della carta scelta finisce, alcuni giocatori potrebbereo non ottenerne una copia; le carte sono distribuite in ordine di turno a partire dal giocatore successivo. Se non hai altre carte in mano quando giochi questa carta, non succede nulla.",
|
"extra": " Prima scegli e rivela una carta dalla tua mano. Puoi mettere fino a 2 copie di quella carta dalla tua mano nella Riserva. Puoi anche non metterne alcuna. Quindi ogni altro giocatore ottiene una copia di quella carta dalla Riserva. Se il mazzetto della carta scelta finisce, alcuni giocatori potrebbereo non ottenerne una copia; le carte sono distribuite in ordine di turno a partire dal giocatore successivo. Se non hai altre carte in mano quando giochi questa carta, non succede nulla.",
|
||||||
@ -2682,6 +2982,36 @@
|
|||||||
"name": "Events - Promos",
|
"name": "Events - Promos",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "P"
|
"text_icon": "P"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Seaside",
|
"set_name": "Seaside",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Action",
|
"Action": "Action",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Attack",
|
"Attack": "Attack",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prize",
|
"Prize": "Prize",
|
||||||
"Prizes": "Prizes",
|
"Prizes": "Prizes",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reaction",
|
"Reaction": "Reaction",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruins",
|
"Ruins": "Ruins",
|
||||||
|
|||||||
@ -2240,6 +2240,306 @@
|
|||||||
"extra": " Trek eerst 1 kart. Daarna mag je 2 extra actiekaarten spelen en in de aanschaffase 1 extra kaart kopen.",
|
"extra": " Trek eerst 1 kart. Daarna mag je 2 extra actiekaarten spelen en in de aanschaffase 1 extra kaart kopen.",
|
||||||
"name": "Arbeidersdorp"
|
"name": "Arbeidersdorp"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Toon een kaart uit je hand. Leg maximaal 2 van deze kaarten uit je hand terug in de voorraad. Iedere andere speler moet één zo'n kaart pakken.",
|
"description": "Toon een kaart uit je hand. Leg maximaal 2 van deze kaarten uit je hand terug in de voorraad. Iedere andere speler moet één zo'n kaart pakken.",
|
||||||
"extra": " Je kiest 1 kaart uit je hand en laat deze aan de andere spelers zien. Daarna mag je maximaal 2 van deze kaarten terug in de voorraad leggen. Je mag er ook voor kiezen om geen kaarten in de voorraad terug te leggen. Vervolgens moet iedere andere speler, te beginnen met de speler links van je, één zo'n kaart uit de voorraad pakken. Als de stapel uitgeput is, krijgt niemand meer kaarten. Als je na het spelen van de boodschapper geen kaarten in je hand hebt, leg je niets terug in de voorraad en krijgen de andere spelers geen kaarten. Als tijdens je beurt 3 voorraadstapels of de provinciestapel uitgeput raakt, is het spel na jouw beurt afgelopen, ook zorgt de boodschapper ervoor dat één van de stapels weer gevuld is.",
|
"extra": " Je kiest 1 kaart uit je hand en laat deze aan de andere spelers zien. Daarna mag je maximaal 2 van deze kaarten terug in de voorraad leggen. Je mag er ook voor kiezen om geen kaarten in de voorraad terug te leggen. Vervolgens moet iedere andere speler, te beginnen met de speler links van je, één zo'n kaart uit de voorraad pakken. Als de stapel uitgeput is, krijgt niemand meer kaarten. Als je na het spelen van de boodschapper geen kaarten in je hand hebt, leg je niets terug in de voorraad en krijgen de andere spelers geen kaarten. Als tijdens je beurt 3 voorraadstapels of de provinciestapel uitgeput raakt, is het spel na jouw beurt afgelopen, ook zorgt de boodschapper ervoor dat één van de stapels weer gevuld is.",
|
||||||
@ -2526,6 +2826,36 @@
|
|||||||
"name": "Events - Promos",
|
"name": "Events - Promos",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Gebeurteniskaarten zijn geen koninkrijkkaarten. Een speler mag in zijn aanschaffase in plaats van een kaart een gebeurtenis kopen. Hij betaalt dan de op de gebeurteniskaart aangegeven kosten en voert de bijbehorende functie uit. De gebeurtenis blijft op tafel liggen (deze kan zich nooit in een stapel, op een tableau of in de hand van een speler bevinden). Met het kopen van een gebeurtenis verbruikt de speler 1 aanschaf. Heeft een speler meer aancshaffen in zijn beurt, dan mag hij deze naar believen (en in een volgorde naar keuze) verdelen over het kopen van kaarten en gebeurtenissen.",
|
"description": "<justify>Gebeurteniskaarten zijn geen koninkrijkkaarten. Een speler mag in zijn aanschaffase in plaats van een kaart een gebeurtenis kopen. Hij betaalt dan de op de gebeurteniskaart aangegeven kosten en voert de bijbehorende functie uit. De gebeurtenis blijft op tafel liggen (deze kan zich nooit in een stapel, op een tableau of in de hand van een speler bevinden). Met het kopen van een gebeurtenis verbruikt de speler 1 aanschaf. Heeft een speler meer aancshaffen in zijn beurt, dan mag hij deze naar believen (en in een volgorde naar keuze) verdelen over het kopen van kaarten en gebeurtenissen.",
|
||||||
"extra": "Het is toegestaan om dezelfde gebeurtenis meermaals per beurt te kopen (mits de speler voldoende aanschaffen en Coins heeft). Sommige gebeurtenissen geven extra aanschaffen, waardoor de speler daarna meer kaarten/gebeurtenissen zou kunnen kopen. Een speler mag na het kopen van een gebeurtenis deze beurt geen geldkaarten meer spelen. Het kopen van een gebeurtenis geldt niet als het kopen van een kaart en activeert daarom niet kaarten zoals Heks uit het moeras en Domkoppen (uit Dominion Welvaart). De kosten van het kopen van een gebeurtenis worden niet beïnvloed door kaarten zoals Brugtrol.",
|
"extra": "Het is toegestaan om dezelfde gebeurtenis meermaals per beurt te kopen (mits de speler voldoende aanschaffen en Coins heeft). Sommige gebeurtenissen geven extra aanschaffen, waardoor de speler daarna meer kaarten/gebeurtenissen zou kunnen kopen. Een speler mag na het kopen van een gebeurtenis deze beurt geen geldkaarten meer spelen. Het kopen van een gebeurtenis geldt niet als het kopen van een kaart en activeert daarom niet kaarten zoals Heks uit het moeras en Domkoppen (uit Dominion Welvaart). De kosten van het kopen van een gebeurtenis worden niet beïnvloed door kaarten zoals Brugtrol.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "W"
|
"text_icon": "W"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Hijs De Zeilen",
|
"set_name": "Hijs De Zeilen",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Actie",
|
"Action": "Actie",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Aanval",
|
"Attack": "Aanval",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prijs",
|
"Prize": "Prijs",
|
||||||
"Prizes": "Prijzen",
|
"Prizes": "Prijzen",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reactie",
|
"Reaction": "Reactie",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruïne",
|
"Ruins": "Ruïne",
|
||||||
|
|||||||
@ -248,6 +248,16 @@
|
|||||||
"set_text": "",
|
"set_text": "",
|
||||||
"text_icon": "*"
|
"text_icon": "*"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"edition": [
|
||||||
|
"1",
|
||||||
|
"latest"
|
||||||
|
],
|
||||||
|
"image": "renaissance_set.png",
|
||||||
|
"set_name": "*renaissance*",
|
||||||
|
"set_text": "",
|
||||||
|
"text_icon": "*"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"edition": [
|
"edition": [
|
||||||
"1",
|
"1",
|
||||||
|
|||||||
@ -231,6 +231,14 @@
|
|||||||
"defaultCardCount": 10,
|
"defaultCardCount": 10,
|
||||||
"tabCostHeightOffset": -1,
|
"tabCostHeightOffset": -1,
|
||||||
"tabTextHeightOffset": 0
|
"tabTextHeightOffset": 0
|
||||||
|
},{
|
||||||
|
"card_type": [
|
||||||
|
"Artifact"
|
||||||
|
],
|
||||||
|
"card_type_image": "artifact.png",
|
||||||
|
"defaultCardCount": 1,
|
||||||
|
"tabCostHeightOffset": -1,
|
||||||
|
"tabTextHeightOffset": 0
|
||||||
},{
|
},{
|
||||||
"card_type": [
|
"card_type": [
|
||||||
"Blank"
|
"Blank"
|
||||||
@ -366,6 +374,14 @@
|
|||||||
"defaultCardCount": 0,
|
"defaultCardCount": 0,
|
||||||
"tabCostHeightOffset": -1,
|
"tabCostHeightOffset": -1,
|
||||||
"tabTextHeightOffset": 0
|
"tabTextHeightOffset": 0
|
||||||
|
},{
|
||||||
|
"card_type": [
|
||||||
|
"Project"
|
||||||
|
],
|
||||||
|
"card_type_image": "project.png",
|
||||||
|
"defaultCardCount": 1,
|
||||||
|
"tabCostHeightOffset": -1,
|
||||||
|
"tabTextHeightOffset": 0
|
||||||
},{
|
},{
|
||||||
"card_type": [
|
"card_type": [
|
||||||
"Reaction"
|
"Reaction"
|
||||||
|
|||||||
@ -12,6 +12,10 @@
|
|||||||
"Buy",
|
"Buy",
|
||||||
"Actions",
|
"Actions",
|
||||||
"Action",
|
"Action",
|
||||||
|
"Coffer",
|
||||||
|
"Coffers",
|
||||||
|
"Villager",
|
||||||
|
"Villagers",
|
||||||
"<VP>"
|
"<VP>"
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@ -1446,8 +1446,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Baker": {
|
"Baker": {
|
||||||
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
|
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||||||
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (take a Coin token). In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
|
||||||
"name": "Baker",
|
"name": "Baker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1458,8 +1458,8 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Candlestick Maker": {
|
"Candlestick Maker": {
|
||||||
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
|
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||||||
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
|
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||||||
"name": "Candlestick Maker",
|
"name": "Candlestick Maker",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -1488,14 +1488,14 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Merchant Guild": {
|
"Merchant Guild": {
|
||||||
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
|
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||||||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (take a Coin token). Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
|
||||||
"name": "Merchant Guild",
|
"name": "Merchant Guild",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Plaza": {
|
"Plaza": {
|
||||||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
|
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||||||
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||||||
"name": "Plaza",
|
"name": "Plaza",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
@ -2525,6 +2525,306 @@
|
|||||||
"name": "Worker's Village",
|
"name": "Worker's Village",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"Academy": {
|
||||||
|
"description": "When you gain an Action card, +1 Villager.",
|
||||||
|
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Academy",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Acting Troupe": {
|
||||||
|
"description": "+4 Villagers<n>Trash this.",
|
||||||
|
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||||||
|
"name": "Acting Troupe",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Barracks": {
|
||||||
|
"description": "At the start of your turn, +1 Action.",
|
||||||
|
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Barracks",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard": {
|
||||||
|
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||||||
|
"name": "Border Guard",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Canal": {
|
||||||
|
"description": "Durning your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||||||
|
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Canal",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Capitalism": {
|
||||||
|
"description": "Durning your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||||||
|
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Capitalism",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cargo Ship": {
|
||||||
|
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||||||
|
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||||||
|
"name": "Cargo Ship",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Cathedral": {
|
||||||
|
"description": "At the start of your turn, trash a card from your hand.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Cathedral",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Citadel": {
|
||||||
|
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||||||
|
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Citadel",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"City Gate": {
|
||||||
|
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||||||
|
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "City Gate",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Crop Rotation": {
|
||||||
|
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Crop Rotation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Ducat": {
|
||||||
|
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||||||
|
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||||||
|
"name": "Ducat",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Experiment": {
|
||||||
|
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||||||
|
"name": "Experiment",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Exploration": {
|
||||||
|
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Exploration",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fair": {
|
||||||
|
"description": "At the start of your turn, +1 Buy.",
|
||||||
|
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fair",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag": {
|
||||||
|
"description": "When drawing your hand, +1 Card.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer": {
|
||||||
|
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||||||
|
"name": "Flag Bearer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Fleet": {
|
||||||
|
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||||||
|
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Fleet",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Guildhall": {
|
||||||
|
"description": "When you gain a Treasure, +1 Coffers.",
|
||||||
|
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Guildhall",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Hideout": {
|
||||||
|
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||||||
|
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||||||
|
"name": "Hideout",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Horn": {
|
||||||
|
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Horn",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Improve": {
|
||||||
|
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action acrd you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||||||
|
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||||||
|
"name": "Improve",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Innovation": {
|
||||||
|
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||||||
|
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Innovation",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Inventor": {
|
||||||
|
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||||||
|
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||||||
|
"name": "Inventor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Key": {
|
||||||
|
"description": "At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lackeys": {
|
||||||
|
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||||||
|
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||||||
|
"name": "Lackeys",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Lantern": {
|
||||||
|
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Mountain Village": {
|
||||||
|
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||||||
|
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||||||
|
"name": "Mountain Village",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Old Witch": {
|
||||||
|
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||||||
|
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||||||
|
"name": "Old Witch",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Pageant": {
|
||||||
|
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||||||
|
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Pageant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Patron": {
|
||||||
|
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||||||
|
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||||||
|
"name": "Patron",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Piazza": {
|
||||||
|
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||||||
|
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Piazza",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Priest": {
|
||||||
|
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||||||
|
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||||||
|
"name": "Priest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Recruiter": {
|
||||||
|
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||||||
|
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||||||
|
"name": "Recruiter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Research": {
|
||||||
|
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||||||
|
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||||||
|
"name": "Research",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Road Network": {
|
||||||
|
"description": "When another player gains a Victory card, +1 Card.",
|
||||||
|
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Road Network",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scepter": {
|
||||||
|
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||||||
|
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||||||
|
"name": "Scepter",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Scholar": {
|
||||||
|
"description": "Discard your hand.<n>+7 Cards.",
|
||||||
|
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||||||
|
"name": "Scholar",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sculptor": {
|
||||||
|
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||||||
|
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||||
|
"name": "Sculptor",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Seer": {
|
||||||
|
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||||||
|
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||||||
|
"name": "Seer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sewers": {
|
||||||
|
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||||||
|
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sewers",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silk Merchant": {
|
||||||
|
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||||||
|
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||||||
|
"name": "Silk Merchant",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Silos": {
|
||||||
|
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||||||
|
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Silos",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Sinister Plot": {
|
||||||
|
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||||||
|
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Sinister Plot",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Spices": {
|
||||||
|
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||||||
|
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||||||
|
"name": "Spices",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Star Chart": {
|
||||||
|
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||||||
|
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"name": "Star Chart",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler": {
|
||||||
|
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||||||
|
"name": "Swashbuckler",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasure Chest": {
|
||||||
|
"description": "At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer": {
|
||||||
|
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||||||
|
"name": "Treasurer",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Villain": {
|
||||||
|
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||||||
|
"extra": "For example a player could discard an Esate, which costs 2 Coin.",
|
||||||
|
"name": "Villain",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"Ambassador": {
|
"Ambassador": {
|
||||||
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
|
||||||
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
"extra": "First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.",
|
||||||
@ -2628,7 +2928,7 @@
|
|||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
"Pirate Ship": {
|
"Pirate Ship": {
|
||||||
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you +1 Coffers (take a Coin token); or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
|
||||||
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
"extra": "When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]",
|
||||||
"name": "Pirate Ship",
|
"name": "Pirate Ship",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
@ -2849,6 +3149,36 @@
|
|||||||
"name": "Events - Promos",
|
"name": "Events - Promos",
|
||||||
"untranslated": "description, extra, name"
|
"untranslated": "description, extra, name"
|
||||||
},
|
},
|
||||||
|
"renaissance projects": {
|
||||||
|
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||||||
|
"extra": "",
|
||||||
|
"name": "Projects",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Border Guard - LanternHorn": {
|
||||||
|
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||||
|
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Latern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Border Guard / Horn / Lantern",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Flag Bearer - Flag": {
|
||||||
|
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||||
|
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Flag Bearer / Flag",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Treasurer - Key": {
|
||||||
|
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||||
|
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Treasurer / Key",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
|
"Swashbuckler - Treasure Chest": {
|
||||||
|
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||||
|
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||||
|
"name": "Swashbuckler / Treasure Chest",
|
||||||
|
"untranslated": "description, extra, name"
|
||||||
|
},
|
||||||
"events": {
|
"events": {
|
||||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||||
|
|||||||
@ -126,6 +126,11 @@
|
|||||||
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
"set_text": "Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.\nThis is the 4th addition to the game of <i>Dominion</i>. It adds 25 new Kingdom cards to <i>Dominion</i>, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.",
|
||||||
"text_icon": "Py"
|
"text_icon": "Py"
|
||||||
},
|
},
|
||||||
|
"renaissance": {
|
||||||
|
"set_name": "Renaissance",
|
||||||
|
"set_text": "It's a momentous time. Art has been revolutionized by the invention of \"perspective,\" and also of \"funding.\" A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.\nThis is the 12th expansion to <i>Dominion</i>. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.",
|
||||||
|
"text_icon": "R"
|
||||||
|
},
|
||||||
"seaside": {
|
"seaside": {
|
||||||
"set_name": "Seaside",
|
"set_name": "Seaside",
|
||||||
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
{
|
{
|
||||||
"Action": "Action",
|
"Action": "Action",
|
||||||
|
"Artifact": "Artifact",
|
||||||
"Attack": "Attack",
|
"Attack": "Attack",
|
||||||
"Blank": "Blank",
|
"Blank": "Blank",
|
||||||
"Boon": "Boon",
|
"Boon": "Boon",
|
||||||
@ -20,6 +21,7 @@
|
|||||||
"Night": "Night",
|
"Night": "Night",
|
||||||
"Prize": "Prize",
|
"Prize": "Prize",
|
||||||
"Prizes": "Prizes",
|
"Prizes": "Prizes",
|
||||||
|
"Project": "Project",
|
||||||
"Reaction": "Reaction",
|
"Reaction": "Reaction",
|
||||||
"Reserve": "Reserve",
|
"Reserve": "Reserve",
|
||||||
"Ruins": "Ruins",
|
"Ruins": "Ruins",
|
||||||
|
|||||||
BIN
domdiv/images/artifact.png
Normal file
BIN
domdiv/images/artifact.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 52 KiB |
BIN
domdiv/images/project.png
Normal file
BIN
domdiv/images/project.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 51 KiB |
BIN
domdiv/images/renaissance_set.png
Normal file
BIN
domdiv/images/renaissance_set.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
@ -29,7 +29,7 @@ EXPANSION_CHOICES = ["adventures", "alchemy", "base", "cornucopia", "dark ages",
|
|||||||
"dominion1stEdition", "dominion2ndEdition", "dominion2ndEditionUpgrade",
|
"dominion1stEdition", "dominion2ndEdition", "dominion2ndEditionUpgrade",
|
||||||
"empires", "guilds", "hinterlands",
|
"empires", "guilds", "hinterlands",
|
||||||
"intrigue1stEdition", "intrigue2ndEdition", "intrigue2ndEditionUpgrade",
|
"intrigue1stEdition", "intrigue2ndEdition", "intrigue2ndEditionUpgrade",
|
||||||
"promo", "prosperity", "seaside", "nocturne"]
|
"promo", "prosperity", "renaissance", "seaside", "nocturne"]
|
||||||
FAN_CHOICES = ["animals"]
|
FAN_CHOICES = ["animals"]
|
||||||
ORDER_CHOICES = ["expansion", "global", "colour", "cost"]
|
ORDER_CHOICES = ["expansion", "global", "colour", "cost"]
|
||||||
|
|
||||||
@ -945,9 +945,9 @@ def filter_sort_cards(cards, options):
|
|||||||
card.name = card.group_tag # For now, change the name to the group_tab
|
card.name = card.group_tag # For now, change the name to the group_tab
|
||||||
card.description = error_msg
|
card.description = error_msg
|
||||||
card.extra = error_msg
|
card.extra = error_msg
|
||||||
if card.isEvent():
|
if card.isType('Event') or card.isType('Project'):
|
||||||
card.cost = "*"
|
card.cost = "*"
|
||||||
if card.isLandmark():
|
if card.isType('Landmark'):
|
||||||
card.cost = ""
|
card.cost = ""
|
||||||
# now save the card
|
# now save the card
|
||||||
keep_cards.append(card)
|
keep_cards.append(card)
|
||||||
@ -970,11 +970,11 @@ def filter_sort_cards(cards, options):
|
|||||||
# Now fix up card costs
|
# Now fix up card costs
|
||||||
for card in cards:
|
for card in cards:
|
||||||
if card.card_tag in group_cards:
|
if card.card_tag in group_cards:
|
||||||
if group_cards[card.group_tag].isEvent():
|
if group_cards[card.group_tag].isType('Event') or group_cards[card.group_tag].isType('Project'):
|
||||||
group_cards[card.group_tag].cost = "*"
|
group_cards[card.group_tag].cost = "*"
|
||||||
group_cards[card.group_tag].debtcost = 0
|
group_cards[card.group_tag].debtcost = 0
|
||||||
group_cards[card.group_tag].potcost = 0
|
group_cards[card.group_tag].potcost = 0
|
||||||
if group_cards[card.group_tag].isLandmark():
|
if group_cards[card.group_tag].isType('Landmark'):
|
||||||
group_cards[card.group_tag].cost = ""
|
group_cards[card.group_tag].cost = ""
|
||||||
group_cards[card.group_tag].debtcost = 0
|
group_cards[card.group_tag].debtcost = 0
|
||||||
group_cards[card.group_tag].potcost = 0
|
group_cards[card.group_tag].potcost = 0
|
||||||
|
|||||||
@ -22,7 +22,7 @@ def rmtestcardb(request):
|
|||||||
|
|
||||||
|
|
||||||
def test_cardread():
|
def test_cardread():
|
||||||
cardsExpected = 524
|
cardsExpected = 574
|
||||||
|
|
||||||
options = main.parse_opts([])
|
options = main.parse_opts([])
|
||||||
options.data_path = '.'
|
options.data_path = '.'
|
||||||
@ -52,6 +52,7 @@ def test_cardread():
|
|||||||
u'nocturne',
|
u'nocturne',
|
||||||
u'nocturne extras',
|
u'nocturne extras',
|
||||||
u'promo',
|
u'promo',
|
||||||
|
u'renaissance',
|
||||||
u'extras',
|
u'extras',
|
||||||
u'animals'
|
u'animals'
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user