New Updates for Nocturne & Dismantle Promo (#171)
- Update db for Nocture and Dismantle - Add the expansion text blurbs to the expansion dividers if printed - Improvements to the language update/propagate script
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@ -3109,6 +3109,795 @@
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"types": [
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"Action"
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]
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},{
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"card_tag": "Bad Omens",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Bard",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"types": [
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"Action",
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"Fate"
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]
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},{
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"card_tag": "Bat",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2*",
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"group_tag": "Vampire - Bat",
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"types": [
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"Night"
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]
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},{
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"card_tag": "Blessed Village",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"types": [
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"Action",
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"Fate"
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]
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},{
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"card_tag": "Cemetery",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"group_tag": "Cemetery - Haunted Mirror",
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"group_top": true,
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"types": [
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"Victory"
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]
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},{
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"card_tag": "Changeling",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "3",
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"types": [
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"Night"
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]
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},{
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"card_tag": "Cobbler",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Night",
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"Duration"
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]
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},{
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"card_tag": "Conclave",
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"cardset_tags": [
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"nocturne"
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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": "Crypt",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Night",
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"Duration"
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]
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},{
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"card_tag": "Cursed Gold",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"group_tag": "Pooka - Cursed Gold",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Cursed Village",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Action",
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"Doom"
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]
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},{
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"card_tag": "Delusion",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Den of Sin",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Night",
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"Duration"
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]
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},{
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"card_tag": "Devil's Workshop",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"group_top": true,
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"types": [
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"Night"
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]
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},{
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"card_tag": "Druid",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"types": [
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"Action",
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"Fate"
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]
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},{
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"card_tag": "Envious - Deluded",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"count": "6",
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"group_tag": "nocturne states",
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"types": [
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"State"
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]
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},{
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"card_tag": "Envy",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Exorcist",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"types": [
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"Night"
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]
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},{
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"card_tag": "Faithful Hound",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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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": "Famine",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Fear",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Fool",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "3",
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"group_tag": "Fool - Lucky Coin",
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"group_top": true,
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"types": [
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"Action",
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"Fate"
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]
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},{
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"card_tag": "Ghost",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4*",
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"count": "6",
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"types": [
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"Night",
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"Duration",
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"Spirit"
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]
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},{
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"card_tag": "Ghost Town",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "3",
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"types": [
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"Night",
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"Duration"
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]
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},{
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"card_tag": "Goat",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"group_tag": "Pixie - Goat",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Greed",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Guardian",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"types": [
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"Night",
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"Duration"
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]
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},{
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"card_tag": "Haunted Mirror",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "0",
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"group_tag": "Cemetery - Haunted Mirror",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Haunting",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Idol",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Treasure",
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"Attack",
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"Fate"
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]
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},{
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"card_tag": "Imp",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2*",
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"count": "13",
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"types": [
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"Action",
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"Spirit"
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]
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},{
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"card_tag": "Leprechaun",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "3",
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"group_tag": "Leprechaun - Wish",
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"group_top": true,
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"types": [
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"Action",
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"Doom"
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]
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},{
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"card_tag": "Locusts",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Lost in the Woods",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"count": "1",
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"group_tag": "nocturne states",
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"types": [
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"State"
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]
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},{
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"card_tag": "Lucky Coin",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"group_tag": "Fool - Lucky Coin",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Magic Lamp",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "0",
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"group_tag": "Secret Cave - Magic Lamp",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Miserable - Twice Miserable",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"count": "6",
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"group_tag": "nocturne states",
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"types": [
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"State"
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]
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},{
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"card_tag": "Misery",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Monastery",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"types": [
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"Night"
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]
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},{
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"card_tag": "Necromancer",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "4",
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"group_tag": "Necromancer - Zombies",
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"group_top": true,
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"types": [
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"Action"
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]
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},{
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"card_tag": "Night Watchman",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "3",
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"types": [
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"Night"
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]
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},{
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"card_tag": "Pasture",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"group_tag": "Shepherd - Pasture",
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"types": [
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"Treasure",
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"Victory",
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"Heirloom"
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]
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},{
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"card_tag": "Pixie",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"group_tag": "Pixie - Goat",
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"group_top": true,
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"types": [
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"Action",
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"Fate"
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]
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},{
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"card_tag": "Plague",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Pooka",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"group_tag": "Pooka - Cursed Gold",
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"group_top": true,
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"types": [
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"Action"
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]
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},{
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"card_tag": "Pouch",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "2",
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"group_tag": "Tracker - Pouch",
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"types": [
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"Treasure",
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"Heirloom"
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]
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},{
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"card_tag": "Poverty",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "",
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"group_tag": "nocturne hexes",
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"types": [
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"Hex"
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]
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},{
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"card_tag": "Raider",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "6",
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"types": [
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"Night",
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"Duration",
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"Attack"
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]
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},{
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"card_tag": "Sacred Grove",
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"cardset_tags": [
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"nocturne"
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],
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"cost": "5",
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"types": [
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"Action",
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||||
"Fate"
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||||
]
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},{
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"card_tag": "Secret Cave",
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||||
"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "3",
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||||
"group_tag": "Secret Cave - Magic Lamp",
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||||
"group_top": true,
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||||
"types": [
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||||
"Action",
|
||||
"Duration"
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||||
]
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||||
},{
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"card_tag": "Shepherd",
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||||
"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "4",
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"group_tag": "Shepherd - Pasture",
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"group_top": true,
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"types": [
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"Action"
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]
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},{
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"card_tag": "Skulk",
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"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "4",
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"types": [
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"Action",
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"Attack",
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"Doom"
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]
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},{
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"card_tag": "The Earth's Gift",
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||||
"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "",
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"group_tag": "nocturne boons",
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"types": [
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"Boon"
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]
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},{
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"card_tag": "The Field's Gift",
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||||
"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "",
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"group_tag": "nocturne boons",
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||||
"types": [
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||||
"Boon"
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||||
]
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||||
},{
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||||
"card_tag": "The Flame's Gift",
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||||
"cardset_tags": [
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||||
"nocturne"
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||||
],
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"cost": "",
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||||
"group_tag": "nocturne boons",
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||||
"types": [
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||||
"Boon"
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||||
]
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||||
},{
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||||
"card_tag": "The Forest's Gift",
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||||
"cardset_tags": [
|
||||
"nocturne"
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||||
],
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"cost": "",
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||||
"group_tag": "nocturne boons",
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||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Moon's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Mountain's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The River's Gift.",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Sea's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Sky's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Sun's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Swamp's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "The Wind's Gift",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne boons",
|
||||
"types": [
|
||||
"Boon"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Tormentor",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "5",
|
||||
"types": [
|
||||
"Action",
|
||||
"Attack",
|
||||
"Doom"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Tracker",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "2",
|
||||
"group_tag": "Tracker - Pouch",
|
||||
"group_top": true,
|
||||
"types": [
|
||||
"Action",
|
||||
"Fate"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Tragic Hero",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "5",
|
||||
"types": [
|
||||
"Action"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Vampire",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "5",
|
||||
"group_tag": "Vampire - Bat",
|
||||
"group_top": true,
|
||||
"types": [
|
||||
"Night",
|
||||
"Attack",
|
||||
"Doom"
|
||||
]
|
||||
},{
|
||||
"card_tag": "War",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "",
|
||||
"group_tag": "nocturne hexes",
|
||||
"types": [
|
||||
"Hex"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Werewolf",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "5",
|
||||
"types": [
|
||||
"Action",
|
||||
"Attack",
|
||||
"Night",
|
||||
"Doom"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Will-O'-Wisp",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "0*",
|
||||
"count": "12",
|
||||
"types": [
|
||||
"Action",
|
||||
"Spirit"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Wish",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "0*",
|
||||
"count": "12",
|
||||
"group_tag": "Leprechaun - Wish",
|
||||
"types": [
|
||||
"Action"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Zombie Apprentice",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "3",
|
||||
"count": "1",
|
||||
"group_tag": "Necromancer - Zombies",
|
||||
"types": [
|
||||
"Action",
|
||||
"Zombie"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Zombie Mason",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "3",
|
||||
"count": "1",
|
||||
"group_tag": "Necromancer - Zombies",
|
||||
"types": [
|
||||
"Action",
|
||||
"Zombie"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Zombie Spy",
|
||||
"cardset_tags": [
|
||||
"nocturne"
|
||||
],
|
||||
"cost": "3",
|
||||
"count": "1",
|
||||
"group_tag": "Necromancer - Zombies",
|
||||
"types": [
|
||||
"Action",
|
||||
"Zombie"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Avanto",
|
||||
"cardset_tags": [
|
||||
@ -3130,6 +3919,16 @@
|
||||
"types": [
|
||||
"Action"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Dismantle",
|
||||
"cardset_tags": [
|
||||
"promo"
|
||||
],
|
||||
"cost": "4",
|
||||
"image": "promo_set.png",
|
||||
"types": [
|
||||
"Action"
|
||||
]
|
||||
},{
|
||||
"card_tag": "Envoy",
|
||||
"cardset_tags": [
|
||||
|
||||
@ -1859,6 +1859,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1871,6 +2321,12 @@
|
||||
"name": "Black Market",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2303,6 +2759,84 @@
|
||||
"name": "Gladiator / Fortune",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Adventures",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchemy",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "A"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Cornucopia",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Dark Ages",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1st Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2nd Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "X"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Guilds",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Hinterlands",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "H"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrigue 1st Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrigue 2nd Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrigue 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Po"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Prosperity",
|
||||
"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"
|
||||
},
|
||||
"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.",
|
||||
"text_icon": "S"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Action",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prize",
|
||||
"Prizes": "Prizes",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruins",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Trash",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -206,7 +206,7 @@
|
||||
},
|
||||
"Relic": {
|
||||
"description": "2 <*COIN*><n>Wenn du diese Karte ausspielst, muss jeder Mitspieler seinen -Karte-Marker auf seinen Nachziehstapel legen.",
|
||||
"extra": "Diese Karte ist eine Geldkarte mit zusätzlichen Anweisungen. Sie hat den Wert 2 Coins. Jeder Mitspieler muss seinen -Karte-Marker auf seinen Nachziehstapel legen. Sobald ein Mitspieler Karten nachziehen muss, zieht er 1 Karte weniger. Dann legt er den Marker neben den Vorrat zurück. Bei Anweisungen, durch die man seine Kartenhand auf X Karten auffüllen darf, wird zunächst der Marker zurückgelegt und dann die Kartenhand auf X Karten aufgefüllt. Das RELIKT ist eine Angriffskarte. Entsprechend kann darauf mit Reaktionskarten reagiert werden. Reagiert ein Spieler mit dem KARAWANENWÄCHTER, führt er zunächst die Anweisungen aus (inkl. +1 Karte) und legt dann den Marker auf seinen Nachziehstapel.",
|
||||
"extra": "Diese Karte ist eine Geldkarte mit zusätzlichen Anweisungen. Sie hat den Wert 2 Coins. Jeder Mitspieler muss seinen -Karte-Marker auf seinen Nachziehstapel legen. Sobald ein Mitspieler Karten nachziehen muss, zieht er 1 Karte weniger. Dann legt er den Marker neben den Vorrat zurück. Bei Anweisungen, durch die man seine Kartenhand auf X Karten auffüllen darf, wird zunächst der Marker zurückgelegt und dann die Kartenhand auf X Karten aufgefüllt. Das RELIKT ist eine Angriffskarte. Entsprechend kann darauf mit Reaktionskarten reagiert werden. Reagiert ein Spieler mit dem KARAWANENWÄCHTER, führt er zunächst die Anweisungen aus (inkl. +1 Karte) und legt dann den Marker auf seinen Nachziehstapel.",
|
||||
"name": "Relikt"
|
||||
},
|
||||
"Royal Carriage": {
|
||||
@ -528,7 +528,7 @@
|
||||
"name": "Streitross"
|
||||
},
|
||||
"Young Witch": {
|
||||
"description": "+2 Karten<br>Lege 2 Karten aus deiner Hand ab. Jeder Mitspieler darf eine Bannkarte aus seiner Hand aufdecken. Wenn er das nicht macht, muss er sich einen Fluch nehmen.",
|
||||
"description": "+2 Karten<br>Lege 2 Karten aus deiner Hand ab. Jeder Mitspieler darf eine Bannkarte aus seiner Hand aufdecken. Wenn er das nicht macht, muss er sich einen Fluch nehmen.",
|
||||
"extra": " Wenn diese Karte für das Spiel ausgewählt wurde, wird ein Bannstapel als 11. Königreichstapel in den Vorrat gelegt (siehe Spielaufbau). Dieser Bannstapel wird behandelt wie die anderen Königreichstapel. Er ist Teil des Vorrats, die Karten können wie üblich gekauft oder genommen werden und der Stapel wird für die Spielendebedingung berücksichtigt. Wenn du die JUNGE HEXE ausspielst, ziehst du zuerst 2 Karten nach, dann musst du 2 Karten aus deiner Hand ablegen. Beginnend mit dem Spieler links von dir darf nun reihum jeder Mitspieler eine Bannkarte aus seiner Hand aufdecken. Wenn er das nicht macht, muss er sich einen FLUCH vom Vorrat nehmen. Ist kein FLUCH mehr im Vorrat, muss der Spieler keinen nehmen. Die Spieler dürfen wie üblich auch Reaktionskarten (z.B. PFERDEHÄNDLER) aus ihrer Hand aufdecken. Dies tun die Spieler, bevor sie eine Bannkarte aufdecken. Die Anweisungen auf der Reaktionskarte werden also ausgeführt, bevor der Angriff durch die Bannkarte abgewehrt wird. Ist die Bannkarte eine Reaktionskarte, kann sie zuerst aufgedeckt werden um die übliche Reaktion auszuführen und dann (wenn der Spieler sie dann noch auf der Hand hat) nochmals in ihrer Funktion als Bannkarte.",
|
||||
"name": "Junge Hexe"
|
||||
},
|
||||
@ -623,7 +623,7 @@
|
||||
},
|
||||
"Hovel": {
|
||||
"description": "Wenn du eine Punktekarte kaufst, darfst du diese Hütte entsorgen.",
|
||||
"extra": "Die HÜTTE ist ein Unterschlupf und eine Reaktionskarte. Die HÜTTE ist niemals im Vorrat. Wenn du eine Punktekarte kaufst und die HÜTTE auf der Hand hast, darfst du die HÜTTE entsorgen. Dies gilt auch, wenn du eine kombinierte Punktekarte kaufst. Du erhältst keine weiteren Vorteile durch das Entsorgen der HÜTTE. Du wirst nur eine Karte los.",
|
||||
"extra": "Die HÜTTE ist ein Unterschlupf und eine Reaktionskarte. Die HÜTTE ist niemals im Vorrat. Wenn du eine Punktekarte kaufst und die HÜTTE auf der Hand hast, darfst du die HÜTTE entsorgen. Dies gilt auch, wenn du eine kombinierte Punktekarte kaufst. Du erhältst keine weiteren Vorteile durch das Entsorgen der HÜTTE. Du wirst nur eine Karte los.",
|
||||
"name": "Hütte"
|
||||
},
|
||||
"Hunting Grounds": {
|
||||
@ -1396,7 +1396,7 @@
|
||||
},
|
||||
"Cache": {
|
||||
"description": "3 <*COIN*><line>Wenn du die Schatztruhe nimmst, nimm dir 2 Kupfer.",
|
||||
"extra": "Diese Geldkarte ist 3 coins wert, wie ein GOLD. Wenn du die Schatztruhe nimmst oder kaufst, musst du dir zusätzlich 2 KUPFER nehmen. Sind nur weniger als 2 KUPFER im Vorrat, so nimmst du dir nur so viele wie möglich. Du nimmst dir die 2 KUPFER nur, wenn du die Schatztruhe nimmst oder kaufst, nicht jedes mal, wenn du sie ausspielst.",
|
||||
"extra": "Diese Geldkarte ist 3 coins wert, wie ein GOLD. Wenn du die Schatztruhe nimmst oder kaufst, musst du dir zusätzlich 2 KUPFER nehmen. Sind nur weniger als 2 KUPFER im Vorrat, so nimmst du dir nur so viele wie möglich. Du nimmst dir die 2 KUPFER nur, wenn du die Schatztruhe nimmst oder kaufst, nicht jedes mal, wenn du sie ausspielst.",
|
||||
"name": "Schatztruhe"
|
||||
},
|
||||
"Cartographer": {
|
||||
@ -1471,7 +1471,7 @@
|
||||
},
|
||||
"Noble Brigand": {
|
||||
"description": "+1 Coin<br>Wenn du diese Karte kaufst oder ausspielst, muss jeder Mitspieler die obersten 2 Karten von seinem Nachziehstapel aufdecken. Hat er ein Gold oder ein Silber aufgedeckt, muss er dieses entsorgen. Hat der Spieler beides aufgedeckt, entscheidest du, welche er entsorgen muss. Hat der Spieler keine Geldkarte aufgedeckt, muss er sich ein Kupfer nehmen. Die übrigen aufgedeckten Karten muss der Spieler ablegen. Du musst alle entsorgten Karten nehmen.",
|
||||
"extra": "Wenn du diese Karte ausspielst, erhältst du + 1 coin. Wenn du diese Karte ausspielst und auch, wenn du diese Karte kaufst, muss beginnend bei dem Spieler links von dir, reihum jeder Mitspieler die obersten beiden Karten von seinem Nachziehstapel aufdecken. Hat der Spieler 1 SILBER oder 1 GOLD aufgedeckt, so muss er dieses entsorgen. Hat der Spieler ein SILBER und ein GOLD (oder auch 2 SILBER bzw. 2 GOLD) aufgedeckt, entscheidest du welches davon er entsorgen muss. Die andere aufgedeckte Karte legt er jeweils auf seinen Ablagestapel. Hat der Spieler weder SILBER noch GOLD aufgedeckt, so legt er beide Karten ab. Hat der Spieler überhaupt keine Geldkarte aufgedeckt, so legt er beide Karten ab und nimmt sich ein KUPFER. Du musst alle entsorgten SILBER und GOLD nehmen. Wenn du den EDLEN RÄUBER ausspielst, können deine Mitspieler mit Reaktionskarten, wie z.B. BURGGRABEN (Dominion - Basisspiel), auf den Angriff reagieren. Wenn du den EDLEN RÄUBER jedoch kaufst, dürfen deine Mitspieler keine Reaktionskarten aufdecken, da du den EDLEN RÄUBER nicht ausgespielt hast.",
|
||||
"extra": "Wenn du diese Karte ausspielst, erhältst du + 1 coin. Wenn du diese Karte ausspielst und auch, wenn du diese Karte kaufst, muss beginnend bei dem Spieler links von dir, reihum jeder Mitspieler die obersten beiden Karten von seinem Nachziehstapel aufdecken. Hat der Spieler 1 SILBER oder 1 GOLD aufgedeckt, so muss er dieses entsorgen. Hat der Spieler ein SILBER und ein GOLD (oder auch 2 SILBER bzw. 2 GOLD) aufgedeckt, entscheidest du welches davon er entsorgen muss. Die andere aufgedeckte Karte legt er jeweils auf seinen Ablagestapel. Hat der Spieler weder SILBER noch GOLD aufgedeckt, so legt er beide Karten ab. Hat der Spieler überhaupt keine Geldkarte aufgedeckt, so legt er beide Karten ab und nimmt sich ein KUPFER. Du musst alle entsorgten SILBER und GOLD nehmen. Wenn du den EDLEN RÄUBER ausspielst, können deine Mitspieler mit Reaktionskarten, wie z.B. BURGGRABEN (Dominion - Basisspiel), auf den Angriff reagieren. Wenn du den EDLEN RÄUBER jedoch kaufst, dürfen deine Mitspieler keine Reaktionskarten aufdecken, da du den EDLEN RÄUBER nicht ausgespielt hast.",
|
||||
"name": "Edler Räuber"
|
||||
},
|
||||
"Nomad Camp": {
|
||||
@ -1710,6 +1710,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Karten\nDu darfst eine Sauna aus deiner Hand ausspielen.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1722,6 +2172,12 @@
|
||||
"name": "Schwarzmarkt",
|
||||
"untranslated": "extra"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Entsorge eine Handkarte. Wenn sie 1 Coin oder mehr kostet, nimm eine billigere Karte und ein Gold.",
|
||||
"extra": "",
|
||||
"name": "Abbruch",
|
||||
"untranslated": "extra"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Decke die obersten 5 Karten von deinem Nachziehstapel auf. Der Spieler links von dir wählt eine der aufgedeckten Karten aus. Lege die gewählte Karte ab. Nimm die übrigen Karten auf die Hand.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2064,7 +2520,7 @@
|
||||
"name": "Turnier und Preise"
|
||||
},
|
||||
"Hermit - Madman": {
|
||||
"description": "<justify>Wird der EREMITEN im Spiel verwendet, so wird auch der Verrückten-Stapel benötigt. Der Verrückten-Stapel wird neben dem Vorrat bereit gelegt. Die Karten vom Verrückten-Stapel können nur durch die Anweisung auf dem EREMITEN genommen werden. Auf andere Weise können keine Karten vom Verrückten-Stapel gekauft oder genommen werden. Der BOTSCHAFTER (Dominion - Seaside) darf keine Karten auf den Verrückten-Stapel zurück legen. Der Verrückten-Stapel wird für die Spielende-Bedingung nicht beachtet.<u>Eremit</u>: Sieh deinen Ablagestapel durch. Du darfst eine Karte, die keine Geldkarte ist, aus deinem Ablagestapel oder aus deiner Hand entsorgen. Nimm dir eine Karte, die bis zu 3 Coin kostet.<br>Wenn du diese Karte aus dem Spiel ablegst ablegst und in diesem Zug keine Karte gekauft hast, entsorge diese Karte und nimm dir einen Verrückten. <u>Verrückter</u>:+2 Aktionen<br>Lege diese Karte zurück auf den Verrückten-Stapel. Wenn du das machst: +1 Karte pro Karte, die du auf der Hand hast. (Der Verrückten-Stapel ist nicht Teil des Vorrats.)",
|
||||
"description": "<justify>Wird der EREMITEN im Spiel verwendet, so wird auch der Verrückten-Stapel benötigt. Der Verrückten-Stapel wird neben dem Vorrat bereit gelegt. Die Karten vom Verrückten-Stapel können nur durch die Anweisung auf dem EREMITEN genommen werden. Auf andere Weise können keine Karten vom Verrückten-Stapel gekauft oder genommen werden. Der BOTSCHAFTER (Dominion - Seaside) darf keine Karten auf den Verrückten-Stapel zurück legen. Der Verrückten-Stapel wird für die Spielende-Bedingung nicht beachtet.<u>Eremit</u>: Sieh deinen Ablagestapel durch. Du darfst eine Karte, die keine Geldkarte ist, aus deinem Ablagestapel oder aus deiner Hand entsorgen. Nimm dir eine Karte, die bis zu 3 Coin kostet.<br>Wenn du diese Karte aus dem Spiel ablegst ablegst und in diesem Zug keine Karte gekauft hast, entsorge diese Karte und nimm dir einen Verrückten. <u>Verrückter</u>:+2 Aktionen<br>Lege diese Karte zurück auf den Verrückten-Stapel. Wenn du das machst: +1 Karte pro Karte, die du auf der Hand hast. (Der Verrückten-Stapel ist nicht Teil des Vorrats.)",
|
||||
"extra": "Wenn du den EREMITEN ausspielst, siehst du dir zunächst deinen Ablagestapel durch. Dann darfst du eine Karte, die keine Geldkarte ist, aus dem Ablagestapel oder aus deiner Hand entsorgen. Du musst keine Karte entsorgen und du darfst keine Geldkarte entsorgen. Kombinierte Geldkarten, wie z.B. der HAREM (Dominion – Die Intrige) sind Geldkarten. Egal ob du eine Karte entsorgt hast oder nicht, musst du dir eine Karte nehmen, die bis zu 3 kostet. Du nimmst diese Karte aus dem Vorrat und legst sie auf deinen Ablagestapel. Du musst eine Karte nehmen, wenn möglich. Du darfst nicht darauf verzichten. Wenn du den EREMITEN aus dem Spiel ablegst (normalerweise in der Aufräumphase am Ende der Runde, in der du die Karte ausgespielt hast) und du in diesem Zug keine Karte gekauft hast, entsorge den EREMITEN und nimm dir einen VERRÜCKTEN. Du nimmst den VERRÜCKTEN vom Stapel neben dem Vorrat und legst ihn auf deinen Ablagestapel. Karten, die du auf andere Weise genommen hast, als sie zu kaufen, haben keinen Einfluss darauf, ob du den EREMITEN entsorgst. Ist der Verrückten-Stapel leer, so nimmst du dir keinen. Wird der EREMIT in der Aufräumphase nicht regulär abgelegt, sondern z.B. durch das KOMPLOTT (Dominion - Hinterland) zurück auf den Nachziehstapel gelegt, entsorgst du den EREMITEN nicht und nimmst dir auch keinen VERRÜCKTEN. Der VERRÜCKTEN ist nicht Teil des Vorrats. Er kann nur durch die Anweisung auf dem EREMITEN genommen werden. Auf eine andere Art kann der VERRÜCKTE nicht genommen oder gekauft werden. Wenn du den VERRÜCKTEN ausspielst, erhältst du +2 Aktionen. Dann legst du den VERRÜCKTEN normalerweise auf den Verrückten-Stapel zurück und ziehst pro Karte, die du noch auf der Hand hast, eine Karte nach (du verdoppelst also die Anzahl deiner Handkarten). Es kann jedoch vorkommen, dass du den VERRÜCKTEN nicht zurück legen kannst, weil du den „Anschluss verloren“ hast, z.B. weil du den VERRÜCKTEN auf eine PROZESSION oder einen THRONSAAL (Dominion - Basisspiel) ausgespielt hast.",
|
||||
"name": "Eremit / Verrückter"
|
||||
},
|
||||
@ -2121,6 +2577,84 @@
|
||||
"name": "Gladiator / Reichtum",
|
||||
"untranslated": "description, extra"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:\n+1 Karte\n+1 Aktion\nDu darfst ein Eisloch aus deiner Hand ausspielen.\nSolange diese Karte im Spiel ist: Wenn du ein Silber ausspielst, darfst du eine Handkarte entsorgen.\n<left><u>Eisloch</u>:\n+3 Karten\nDu darfst eine Sauna aus deiner Hand ausspielen.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Abenteuer",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ab"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Die Alchemisten",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "Al"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Reiche Ernte",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "RE"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Dark Ages",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1. Ausgabe",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2. Ausgabe",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2. Ausgabe Aktualisierung",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ex"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Die Gilden",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Hinterland",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "H"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrige 2. Ausgabe",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrige",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrige 2. Ausgabe",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrige 2. Ausgabe Aktualisierung",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Pm"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Blütezeit",
|
||||
"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"
|
||||
},
|
||||
"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.",
|
||||
"text_icon": "S"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Aktion",
|
||||
"Attack": "Angriff",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Schloss",
|
||||
"Curse": "Fluch",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Dauer",
|
||||
"Event": "Ereignis",
|
||||
"Events": "Ereignisse",
|
||||
"Expansion": "Erweiterung",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Sammlung",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Wahrzeichen",
|
||||
"Landmarks": "Wahrzeichen",
|
||||
"Looter": "Plünderer",
|
||||
"Night": "Night",
|
||||
"Prize": "Preis",
|
||||
"Prizes": "Preise",
|
||||
"Reaction": "Reaktion",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruinen",
|
||||
"Shelter": "Unterschlupf",
|
||||
"Shelters": "Unterschlüpfe",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Müll",
|
||||
"Traveller": "Reisender",
|
||||
"Treasure": "Geld",
|
||||
"Victory": "Punkte"
|
||||
"Victory": "Punkte",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -1549,6 +1549,381 @@
|
||||
"extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.<n>The card can be one you just drew or any other card from your hand.<n>It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.<n>If there are no cards left in your deck, the card put back becomes the only card in your deck.<n>Where you put the card is public knowledge.<n>You don't have to put the card into a specific spot, you can just shove it into your deck if you want.",
|
||||
"name": "Secret Passage"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift."
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1559,6 +1934,11 @@
|
||||
"extra": "Black Market allows you to Buy a card during the Action phase. You can use coins provided by other Action cards played earlier in the Action phase and you can also play Treasure cards from your hand to pay the cost of the bought card. The Treasure cards are played to the table in your play area, just as you would during the Buy phase. You may play more Treasure cards than are required for the purchase; the extra coins from Action cards and Treasure cards are available to use during your Buy phase. You may even play Treasure cards without Buying a card. You may not reuse coins already spent during a turn. A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an action card giving you +1 Buy to still buy a card during your normal Buy phase. The Black Market deck, created before game start, is made up of Kingdom cards that are not in the Supply of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply). It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates. All players can see which cards are placed in the Black Market deck before the game begins, at which point the deck is shuffled. This deck is not a Supply pile and if it is emptied, it does not count towards the end game conditions. If you play Black Market and the Black Market deck is empty, you cannot buy a card but you still get +2 Coins. If you play Black Market and choose not to buy one of the three cards from the Black Market deck, you still get +2 Coins.",
|
||||
"name": "Black Market"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -1919,6 +2299,71 @@
|
||||
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator. Fortune: You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
|
||||
"name": "Gladiator / Fortune"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Adventures",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchemy",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "A"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Cornucopia",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Dark Ages",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1st Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2nd Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "X"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Guilds",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Hinterlands",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "H"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrigue 1st Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrigue 2nd Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrigue 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Pm"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Prosperity",
|
||||
"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"
|
||||
},
|
||||
"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.",
|
||||
"text_icon": "S"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Action",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prize",
|
||||
"Prizes": "Prizes",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruins",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Trash",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -446,50 +446,42 @@
|
||||
"Copper": {
|
||||
"description": "1 <*COIN*>",
|
||||
"extra": "60 cartes par partie.",
|
||||
"name": "Cuivre",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Cuivre"
|
||||
},
|
||||
"Curse": {
|
||||
"description": "-1 <*VP*>",
|
||||
"extra": "Les malédictions sont disponibles dans la Réserve quelles que soient les autres cartes disponibles.<n>Avec 2 joueurs, placez 10 Malédictions dans la Réserve.<n>Avec 3 joueurs, placez 20 Malédictions dans la Réserve.<n>Avec 4 joueurs, placez 30 Malédictions dans la Réserve.<n>Avec 5 joueurs, placez 40 Malédictions dans la Réserve.<n>Avec 6 joueurs, placez 50 Malédictions dans la Réserve.",
|
||||
"name": "Malédiction",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Malédiction"
|
||||
},
|
||||
"Duchy": {
|
||||
"description": "3 <*VP*>",
|
||||
"extra": "Avec 2 joueurs, placez 8 Duchés dans la Réserve.<n>Avec 3 joueurs ou plus, placez 12 Duchés dans la Réserve.",
|
||||
"name": "Duché",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Duché"
|
||||
},
|
||||
"Estate": {
|
||||
"description": "1 <*VP*>",
|
||||
"extra": "Avec 2 joueurs, placez 8 Domaines dans la Réserve.<n>Avec 3 joueurs ou plus, placez 12 Domaines dans la Réserve.",
|
||||
"name": "Domaine",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Domaine"
|
||||
},
|
||||
"Gold": {
|
||||
"description": "3 <*COIN*>",
|
||||
"extra": "30 cartes par partie.",
|
||||
"name": "Or",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Or"
|
||||
},
|
||||
"Province": {
|
||||
"description": "6 <*VP*>",
|
||||
"extra": "Avec 2 joueurs, placez 8 Provinces dans la Réserve.<n>Avec 3 ou 4 joueurs, placez 12 Provinces dans la Réserve.<n>Avec 5 joueurs, placez 15 Provinces dans la Réserve.<n>Avec 6 joueurs, placez 18 Provinces dans la Réserve.",
|
||||
"name": "Province",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Province"
|
||||
},
|
||||
"Silver": {
|
||||
"description": " 2 <*COIN*>",
|
||||
"extra": "40 cartes par partie.",
|
||||
"name": "Argent",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Argent"
|
||||
},
|
||||
"Trash": {
|
||||
"description": "Pile du rebut.",
|
||||
"extra": "",
|
||||
"name": "Rebut",
|
||||
"untranslated": "description, extra"
|
||||
"name": "Rebut"
|
||||
},
|
||||
"Colony": {
|
||||
"description": "10 <*VP*>",
|
||||
@ -866,152 +858,127 @@
|
||||
"Adventurer": {
|
||||
"description": "Dévoilez des cartes de votre deck jusqu'à ce que 2 cartes Trésor soient dévoilées. Ajoutez ces cartes Trésor à votre main et défaussez les autres cartes dévoilées.",
|
||||
"extra": " Si vous devez mélanger durant cette action, faites-le. Par contre, ne mélangez pas les cartes dévoilées puisqu'elles ne vont à la défausse qu'après que vous ayez terminé de dévoiler des cartes. Si vous êtes à court de cartes après avoir mélangé et qu'il n'y a qu'une carte Trésor, vous ne prenez que cette carte Trésor.",
|
||||
"name": "Aventurier",
|
||||
"untranslated": ""
|
||||
"name": "Aventurier"
|
||||
},
|
||||
"Chancellor": {
|
||||
"description": "+2 Coins<n>Vous pouvez immédiatement défausser votre deck.",
|
||||
"description": "+2 Coins<n>Vous pouvez immédiatement défausser votre deck.",
|
||||
"extra": "Vous devez résoudre la carte Chancelier (choisir de mettre ou non votre deck dans votre défausse) avant de décider de faire autre chose durant votre tour, comme décider d'acheter une carte ou de faire une autre action. Vous ne pouvez pas regarder dans votre deck lorsque vous le défaussez.",
|
||||
"name": "Chancelier",
|
||||
"untranslated": ""
|
||||
"name": "Chancelier"
|
||||
},
|
||||
"Feast": {
|
||||
"description": "Écartez cette carte.<n>Recevez une carte coûtant jusqu'à 5 Coins.",
|
||||
"extra": "La carte reçue va dans votre défausse. Ce doit être une carte de la réserve. Vous ne pouvez pas utiliser de pièces provenant de cartes Trésor ou Action (comme le Marché) pour augmenter le coût de la carte que vous recevez. Si vous employez la carte Salle du Trône pour jouer la carte Festin, vous recevez 2 cartes bien que vous n'écartez la carte Festin qu'une fois. Recevoir une carte n'est pas le résultat d'écarter la carte Festin. Il s'agit de deux actions différentes que la carte demande de faire.",
|
||||
"name": "Festin",
|
||||
"untranslated": ""
|
||||
"name": "Festin"
|
||||
},
|
||||
"Spy": {
|
||||
"description": "+1 Carte<br>+1 Action<n>Tous les joueurs (vous aussi) dévoilent la première carte de leur deck. Vous décidez ensuite si chaque carte dévoilée est défaussée ou replacée sur son deck.",
|
||||
"extra": "La carte Espion oblige tous les joueurs, y compris celui qui joue la carte, à dévoiler la première carte de leur deck. Notez que vous piochez la carte donnée par l'Espion avant que toute carte ne soit dévoilée. Quiconque n'a pas de carte à dévoiler dans son deck doit mélanger afin d'avoir une carte à dévoiler. Tous les joueurs qui n'ont alors pas de carte à dévoiler n'en dévoilent tout simplement pas. Si les joueurs accordent de l'importance à l'ordre dans lequel les cartes sont dévoilées, commencez par vous et procédez ensuite en sens horaire. Les cartes dévoilées qui ne sont pas défaussées retournent sur le dessus du deck de leur propriétaire.",
|
||||
"name": "Espion",
|
||||
"untranslated": ""
|
||||
"name": "Espion"
|
||||
},
|
||||
"Thief": {
|
||||
"description": "Tous vos adversaires dévoilent les 2 premières cartes de leur deck. S'ils dévoilent des cartes <i>Trésor</i>, ils en écartent 1 de votre choix. Parmi ces cartes <i>Trésor</i> écartées, recevez celles de votre choix. Les autres cartes dévoilées sont défaussées.",
|
||||
"extra": "Un joueur qui n'a qu'une seule carte dévoile cette dernière carte et mélange ensuite sa défausse afin de pouvoir dévoiler l'autre carte; un joueur qui n'a plus de carte dans son deck mélange afin d'obtenir les deux cartes. Un joueur qui n'a pas deux cartes à dévoiler après avoir mélangé sa pioche dévoile ce qu'il peut. Chaque joueur écarte au maximum une carte Trésor, au choix du propriétaire du Voleur, parmi les deux cartes dévoilées. Le joueur du Voleur peut prendre les cartes qu'il désire parmi les cartes ainsi écartées. Vous ne pouvez prendre que les cartes Trésor qui viennent d'être écartées et non celles écartées lors de tours précédents. Vous pouvez prendre une, des, toutes ou aucune des cartes écartées. Placez les cartes Trésor ainsi obtenues dans votre défausse. Les cartes que vous ne gardez pas demeurent au Rebut.",
|
||||
"name": "Voleur",
|
||||
"untranslated": ""
|
||||
"name": "Voleur"
|
||||
},
|
||||
"Woodcutter": {
|
||||
"description": "+1 Achat<br>+2 Coins",
|
||||
"extra": "Lors de votre phase Achat, vous ajoutez 2 Coins à votre total de cartes Trésor et Action qui donnent des pièces. Vous pouvez aussi acheter une carte supplémentaire de la réserve.",
|
||||
"name": "Bûcheron",
|
||||
"untranslated": ""
|
||||
"name": "Bûcheron"
|
||||
},
|
||||
"Bureaucrat": {
|
||||
"description": "Recevez 1 carte <i>Argent</i>; placez-la sur votre deck. Tous vos adversaires dévoilent 1 carte <i>Victoire</i> et la placent sur leur deck (sinon ils dévoilent leur main afin que vous puissiez voir qu'ils n'ont pas de carte <i>Victoire</i>).",
|
||||
"extra": "Si vous n'avez plus de cartes dans votre deck lorsque vous jouez cette carte, la carte <i>Argent</i> que vous recevez et placez sur votre deck sera la seule carte dans votre deck. Conformément, si un autre joueur n'a plus de carte dans son deck, la carte <i>Victoire</i> dévoilée et placée sur le deck sera la seule carte dans leur deck.",
|
||||
"name": "Bureaucrate",
|
||||
"untranslated": ""
|
||||
"name": "Bureaucrate"
|
||||
},
|
||||
"Cellar": {
|
||||
"description": "+1 Action<n>Défaussez autant de cartes que vous voulez. +1 Carte par carte défaussée.",
|
||||
"extra": "Vous ne pouvez pas défausser la Cave elle-même, puisqu'au moment où elle est jouée, elle n'est plus dans votre main. Vous choisissez les cartes à défausser et vous les défaussez toutes en même temps. Vous piochez des cartes uniquement après avoir défaussé. Si vous devez mélanger pour piocher le bon nombre de cartes, les cartes défaussées seront mélangées dans votre nouveau deck.",
|
||||
"name": "Cave",
|
||||
"untranslated": ""
|
||||
"name": "Cave"
|
||||
},
|
||||
"Chapel": {
|
||||
"description": "Écartez jusqu'à 4 cartes de votre main.",
|
||||
"description": "Écartez jusqu'à 4 cartes de votre main.",
|
||||
"extra": "Vous ne pouvez pas écarter la Chapelle elle-même puisqu'elle n'est pas dans votre main lorsque vous exécutez son effet. Vous pouvez écarter une autre carte Chapelle si vous en avez une autre dans votre main.",
|
||||
"name": "Chapelle",
|
||||
"untranslated": ""
|
||||
"name": "Chapelle"
|
||||
},
|
||||
"Council Room": {
|
||||
"description": "+4 Cartes<br>+1 Achat<n>Tous vos adversaires piochent 1 carte.",
|
||||
"extra": "Les autres joueurs doivent piocher, qu'ils le veuillent ou non. Tous les joueurs doivent mélanger leur deck au besoin.",
|
||||
"name": "Chambre du conseil",
|
||||
"untranslated": ""
|
||||
"name": "Chambre du conseil"
|
||||
},
|
||||
"Festival": {
|
||||
"description": "+2 Actions<br>+1 Achat<br>+2 Coins",
|
||||
"extra": "Si vous jouez plus d'une carte Festival, faites attention à votre nombre d'actions. Comptez votre nombre d'actions à voix haute (par exemple: \"Je joue la carte Festival et il me reste deux actions. Je joue la carte Marché et il me reste toujours deux actions. Je joue une autre carte Festival et il me reste maintenant trois actions...\").",
|
||||
"name": "Festival",
|
||||
"untranslated": ""
|
||||
"name": "Festival"
|
||||
},
|
||||
"Gardens": {
|
||||
"description": "Vaut 1<VP> pour chaque 10 cartes dans votre deck (arrondi à l'unité inférieure).",
|
||||
"extra": "Cette carte Royaume est une carte Victoire et non Action. Elle prend effet à la fin de la partie où elle vaut 1 point de victoire pour chaque lot de 10 cartes dans votre deck (incluant toutes vos cartes, y compris les cartes Jardins - votre défausse et votre main font partie de votre deck à ce moment de la partie). Arrondissez à l'unité inférieure; si vous possédez 39 cartes, la carte Jardins vaut 3 points de victoire. Lors de la mise en place, placez 12 Jardins dans la réserve lors d'une partie à 3 ou 4 joueurs et 8 cartes Jardins dans une partie à 2 joueurs.",
|
||||
"name": "Jardins",
|
||||
"untranslated": ""
|
||||
"name": "Jardins"
|
||||
},
|
||||
"Laboratory": {
|
||||
"description": "+2 Cartes<br>+1 Action",
|
||||
"extra": "Piochez 2 cartes. Vous pouvez jouer une autre action pendant votre phase Action.",
|
||||
"name": "Laboratoire",
|
||||
"untranslated": ""
|
||||
"name": "Laboratoire"
|
||||
},
|
||||
"Library": {
|
||||
"description": "Piochez jusqu'à ce que vous ayez 7 cartes en main. Chaque carte Action piochée peut être mise de côté. Défaussez les cartes mises de côté lorsque vous avez terminé de piocher.",
|
||||
"extra": " Si vous devez mélanger durant cette action, les cartes mises de côté ne sont pas mélangées dans le nouveau deck. Elles sont défaussées lorsque vous avez terminé de piocher des cartes. Si vous êtes à court de cartes après avoir mélangé, vous obtenez le nombre de cartes qu'il y avait. Vous ne devez pas forcément mettre les cartes Action de côté, vous avez tout simplement la possibilité de le faire. Si vous avez 7 cartes ou plus dans votre main après avoir joué la Bibliothèque, vous ne piochez pas.",
|
||||
"name": "Bibliothèque",
|
||||
"untranslated": ""
|
||||
"name": "Bibliothèque"
|
||||
},
|
||||
"Market": {
|
||||
"description": "+1 Carte<br>+1 Action<br>+1 Achat<br>+1 Coin<n>",
|
||||
"extra": "Piochez une carte. Vous pouvez jouer une autre carte Action pendant votre phase Action. Lors de la phase Achat vous ajoutez 1 Coin à votre total de cartes Trésor jouées et vous pouvez acheter une carte supplémentaire de la réserve.",
|
||||
"name": "Marché",
|
||||
"untranslated": ""
|
||||
"name": "Marché"
|
||||
},
|
||||
"Militia": {
|
||||
"description": "+2 Coins<n>Tous vos adversaires défaussent leurs cartes de façon à n'avoir que 3 cartes en main.",
|
||||
"extra": "Les joueurs attaqués défaussent de façon à n'avoir que 3 cartes en main. Les joueurs qui avaient déjà 3 cartes ou moins en main lorsqu'une carte Milice est jouée n'ont pas à défausser de cartes.",
|
||||
"name": "Milice",
|
||||
"untranslated": ""
|
||||
"name": "Milice"
|
||||
},
|
||||
"Mine": {
|
||||
"description": "Écartez une carte <i>Trésor</i> de votre main. Recevez une carte <i>Trésor</i> coûtant jusqu'à 3 Coins de plus; ajoutez cette carte à votre main.",
|
||||
"extra": "Généralement, vous écartez une carte Cuivre au Rebut afin d'obtenir une carte Argent ou bien une carte Argent pour obtenir une carte Or. Cependant il est aussi possible d'écarter une carte Trésor afin d'obtenir la même carte Trésor ou une de valeur moindre. La carte reçue va immédiatement dans votre main, elle peut donc être utilisée le tour où elle est acquise. Si vous n'avez pas de carte Trésor à écarter dans votre main, vous ne recevez rien.",
|
||||
"name": "Mine",
|
||||
"untranslated": ""
|
||||
"name": "Mine"
|
||||
},
|
||||
"Moat": {
|
||||
"description": "+2 Cartes<line>Lorsqu'un adversaire joue une carte <i>Attaque</i>, vous pouvez dévoiler cette carte de votre main. Dans ce cas, l'attaque n'a pas d'effet sur vous.",
|
||||
"extra": "Une carte Attaque est une carte où l'on peut lire <i>Attaque</i> sur la ligne du bas (normalement <i>Action - Attaque</i>). Lorsqu'un adversaire joue une carte Attaque, vous pouvez dévoiler la carte Douves (en la montrant à vos adversaires) et la remettre dans votre main avant que l'attaque ne soit résolue. L'attaque n'a pas d'effet sur vous : vous ne gagnerez pas de carte Malédiction à cause d'une Sorcière, vous ne dévoilerez pas de carte à cause d'un Espion et ainsi de suite. Pour la résolution des effets de cette attaque, vous n'êtes pas considéré comme étant en jeu. La carte Douves n'empêche pas la carte Attaque d'avoir effet sur les autres joueurs ou le joueur qui utilise la carte <i>Attaque</i>. Par exemple, si tous les joueurs jouent une carte Douves lorsqu'un joueur utilise une Sorcière, la personne ayant joué la Sorcière pioche tout de même deux cartes. Une carte Douves peut aussi être jouée à son tour comme une action régulière afin de piocher 2 cartes.",
|
||||
"name": "Douves",
|
||||
"untranslated": ""
|
||||
"name": "Douves"
|
||||
},
|
||||
"Moneylender": {
|
||||
"description": "Écartez une carte <i>Cuivre</i> de votre main. Dans ce cas, +3 Coins.",
|
||||
"extra": "Si vous n'avez pas de carte Cuivre à mettre au Rebut dans votre main, vous n'obtenez pas les +3 Coins à utiliser dans la phase Achat.",
|
||||
"name": "Prêteur sur gages",
|
||||
"untranslated": ""
|
||||
"name": "Prêteur sur gages"
|
||||
},
|
||||
"Remodel": {
|
||||
"description": "Écartez une carte de votre main. Recevez une carte coûtant jusqu'à 2 Coins de plus que la carte écartée.",
|
||||
"extra": "Vous ne pouvez pas mettre la carte Rénovation au Rebut puisqu'elle ne fait plus partie de votre main lorsque vous exécutez son effet (il est toutefois possible de mettre au Rebut une autre carte Rénovation qui est dans votre main). Si vous n'avez pas de carte à écarter, vous ne pouvez pas recevoir de carte grâce à l'action Rénovation. La carte obtenue est placée dans votre défausse. Vous pouvez seulement recevoir des cartes de la réserve. La carte reçue n'a pas à coûter précisément 2 Coins de plus que la carte écartée, elle peut coûter ce prix ou moins. Vous ne pouvez pas utiliser de pièces provenant de carte Trésor ou Action (comme le Marché) pour augmenter le coût de la carte désirée. Vous pouvez écarter une carte pour obtenir la même carte.",
|
||||
"name": "Rénovation",
|
||||
"untranslated": ""
|
||||
"name": "Rénovation"
|
||||
},
|
||||
"Smithy": {
|
||||
"description": "+3 Cartes",
|
||||
"extra": "Piochez 3 cartes.",
|
||||
"name": "Forgeron",
|
||||
"untranslated": ""
|
||||
"name": "Forgeron"
|
||||
},
|
||||
"Throne Room": {
|
||||
"description": "Choisissez 1 carte <i>Action</i> de votre main. Jouez-la deux fois.",
|
||||
"extra": "Vous prenez une carte Action de votre main, vous la jouez et la rejouez immédiatement après. L'utilisation de cette deuxième carte Action ne coûte pas d'action supplémentaire. Si vous utilisez la Salle du Trône pour jouer une Salle du Trône, vous jouez une action, que vous faites deux fois et vous jouez ensuite une autre action, que vous jouez aussi deux fois; vous ne jouez pas une action quatre fois. Si vous jouez une Salle du Trône sur une carte qui vous donne +1 Action, tel un Marché, vous aurez deux actions supplémentaires à effectuer par la suite. Afin d'éviter toute confusion, rappelez-vous de compter le nombre d'actions qu'il vous reste à voix haute. Aucune action ne peut être jouée entre les deux actions de la Salle du Trône.",
|
||||
"name": "Salle du Trône",
|
||||
"untranslated": ""
|
||||
"name": "Salle du Trône"
|
||||
},
|
||||
"Village": {
|
||||
"description": "+1 Carte<br>+2 Actions",
|
||||
"extra": "Si vous jouez plus d'un Village, portez une attention particulière à votre nombre d'actions. Comptez-les à voix haute afin de ne pas vous tromper.",
|
||||
"name": "Village",
|
||||
"untranslated": ""
|
||||
"name": "Village"
|
||||
},
|
||||
"Witch": {
|
||||
"description": "+2 Cartes<n>Tous vos adversaires reçoivent une carte <i>Malédiction</i>.",
|
||||
"extra": "S'il n'y a pas suffisamment de carte Malédiction lorsque vous jouez la Sorcière, distribuez les cartes Malédiction en sens horaire, en débutant par le joueur à votre gauche. Si vous jouez une carte Sorcière et qu'il n'y a plus de cartes Malédiction, vous piochez tout de même 2 cartes. Un joueur qui obtient une carte Malédiction la place face visible dans sa défausse.",
|
||||
"name": "Sorcière",
|
||||
"untranslated": ""
|
||||
"name": "Sorcière"
|
||||
},
|
||||
"Workshop": {
|
||||
"description": "Recevez une carte coûtant jusqu'à 4 Coins.",
|
||||
"extra": " La carte que vous recevez est placée dans votre défausse et doit être une carte de la réserve. Vous ne pouvez pas utiliser de pièces provenant de cartes Trésor ou Action (telle Marché) pour augmenter le coût de la carte que vous recevez. Vous ne pouvez pas gagner une carte contenant une Potion dans son coût avec Atelier.",
|
||||
"name": "Atelier",
|
||||
"untranslated": ""
|
||||
"name": "Atelier"
|
||||
},
|
||||
"Artisan": {
|
||||
"description": "Gain a card to your hand costing up to 5 Coins.<n>Put a card from your hand onto your deck.",
|
||||
@ -1859,6 +1826,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1871,6 +2288,12 @@
|
||||
"name": "Marché noir",
|
||||
"untranslated": "description, extra"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2303,6 +2726,84 @@
|
||||
"name": "Gladiator / Fortune",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Aventures",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchimie",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "Al"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Abondance",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "Ab"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Age Des Ténèbres",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "AT"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1er Édition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2e Édition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2e Édition Surclassement",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Supplémentaire",
|
||||
"set_text": "",
|
||||
"text_icon": "S"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Guildes",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "L'Arrière-pays",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "Ar"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "L'Intrigue 1er Édition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "L'Intrigue",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "L'Intrigue 2e Édition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "L'Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "L'Intrigue 2e Édition Surclassement",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "L'Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Pm"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Prosperité",
|
||||
"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"
|
||||
},
|
||||
"seaside": {
|
||||
"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.",
|
||||
"text_icon": "R"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Action",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prize",
|
||||
"Prizes": "Prizes",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruins",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Trash",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -1743,6 +1743,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1755,6 +2205,12 @@
|
||||
"name": "Mercato Nero",
|
||||
"untranslated": "description, extra"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2136,6 +2592,84 @@
|
||||
"name": "Gladiator / Fortune",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Adventures",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchimia",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "Al"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Cornucopia",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Dark Ages",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "D"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1° Edizione",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2° Edizione",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2° Edizione di Aggiornamento",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extra",
|
||||
"set_text": "",
|
||||
"text_icon": "Ex"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Guilds",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Nuovi Orizzonti",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "NO"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrigo 2° Edizione",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrigo",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrigo 2° Edizione",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrigo",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrigo 2° Edizione di Aggiornamento",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrigo",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Pm"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Prosperità",
|
||||
"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"
|
||||
},
|
||||
"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.",
|
||||
"text_icon": "S"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Action",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prize",
|
||||
"Prizes": "Prizes",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruins",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Trash",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -1633,6 +1633,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1645,6 +2095,12 @@
|
||||
"name": "Black Market",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2022,6 +2478,84 @@
|
||||
"name": "Gladiator / Fortune",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Avonturen",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Av"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Avonturen Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Av"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchemisten",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "A"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Basis",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Overvloed",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "O"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Overvloed Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "O"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "De Donkere Middeleeuwen",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "DM"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "De Donkere Middeleeuwen Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DM"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1st Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2nd Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "X"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Gilden",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Achterland",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "Ac"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrige 1st Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrige",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrige 2nd Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrige",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrige 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrige",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Pm"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Welvaart",
|
||||
"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"
|
||||
},
|
||||
"seaside": {
|
||||
"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.",
|
||||
"text_icon": "HZ"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Actie",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prijs",
|
||||
"Prizes": "Prijzen",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruïne",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Vernietigde Kaarten",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -6,6 +6,7 @@
|
||||
],
|
||||
"image": "adventures_set.png",
|
||||
"set_name": "*adventures*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"adventures extras": {
|
||||
@ -16,6 +17,7 @@
|
||||
"image": "adventures_set.png",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*adventures extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"alchemy": {
|
||||
@ -25,6 +27,7 @@
|
||||
],
|
||||
"image": "alchemy_set.png",
|
||||
"set_name": "*alchemy*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"animals": {
|
||||
@ -35,6 +38,7 @@
|
||||
"fan": true,
|
||||
"image": "animals.png",
|
||||
"set_name": "*animals*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"base": {
|
||||
@ -45,6 +49,7 @@
|
||||
],
|
||||
"image": "",
|
||||
"set_name": "*base*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"cornucopia": {
|
||||
@ -54,6 +59,7 @@
|
||||
],
|
||||
"image": "cornucopia_set.png",
|
||||
"set_name": "*cornucopia*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
@ -64,6 +70,7 @@
|
||||
"image": "cornucopia_set.png",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*cornucopia extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"dark ages": {
|
||||
@ -73,6 +80,7 @@
|
||||
],
|
||||
"image": "dark_ages_set.png",
|
||||
"set_name": "*dark ages*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"dark ages extras": {
|
||||
@ -83,6 +91,7 @@
|
||||
"image": "dark_ages_set.png",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*dark ages extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
@ -91,6 +100,7 @@
|
||||
],
|
||||
"image": "dominion1stEdition_set.png",
|
||||
"set_name": "*dominion1stEdition*",
|
||||
"set_text": "",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "*"
|
||||
},
|
||||
@ -101,6 +111,7 @@
|
||||
],
|
||||
"image": "dominion2ndEdition_set.png",
|
||||
"set_name": "*dominion2ndEdition*",
|
||||
"set_text": "",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "*"
|
||||
},
|
||||
@ -110,6 +121,7 @@
|
||||
],
|
||||
"image": "dominion2ndEdition_set.png",
|
||||
"set_name": "*dominion2ndEditionUpgrade*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"empires": {
|
||||
@ -119,6 +131,7 @@
|
||||
],
|
||||
"image": "empires_set.png",
|
||||
"set_name": "*empires*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"empires extras": {
|
||||
@ -129,6 +142,7 @@
|
||||
"image": "empires_set.png",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*empires extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"extras": {
|
||||
@ -139,6 +153,7 @@
|
||||
"image": "",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"guilds": {
|
||||
@ -148,6 +163,7 @@
|
||||
],
|
||||
"image": "guilds_set.png",
|
||||
"set_name": "*guilds*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"hinterlands": {
|
||||
@ -157,6 +173,7 @@
|
||||
],
|
||||
"image": "hinterlands_set.png",
|
||||
"set_name": "*hinterlands*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
@ -165,6 +182,7 @@
|
||||
],
|
||||
"image": "intrigue1stEdition_set.png",
|
||||
"set_name": "*intrigue1stEdition*",
|
||||
"set_text": "",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "*"
|
||||
},
|
||||
@ -175,6 +193,7 @@
|
||||
],
|
||||
"image": "intrigue2ndEdition_set.png",
|
||||
"set_name": "*intrigue2ndEdition*",
|
||||
"set_text": "",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "*"
|
||||
},
|
||||
@ -184,6 +203,28 @@
|
||||
],
|
||||
"image": "intrigue2ndEdition_set.png",
|
||||
"set_name": "*intrigue2ndEditionUpgrade*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"nocturne": {
|
||||
"edition": [
|
||||
"1",
|
||||
"latest"
|
||||
],
|
||||
"image": "nocturne_set.png",
|
||||
"set_name": "*nocturne*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"edition": [
|
||||
"1",
|
||||
"latest"
|
||||
],
|
||||
"image": "nocturne_set.png",
|
||||
"no_randomizer": true,
|
||||
"set_name": "*nocturne extras*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"promo": {
|
||||
@ -193,6 +234,7 @@
|
||||
],
|
||||
"image": "promo_set.png",
|
||||
"set_name": "*promo*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"prosperity": {
|
||||
@ -202,6 +244,7 @@
|
||||
],
|
||||
"image": "prosperity_set.png",
|
||||
"set_name": "*prosperity*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
},
|
||||
"seaside": {
|
||||
@ -211,6 +254,7 @@
|
||||
],
|
||||
"image": "seaside_set.png",
|
||||
"set_name": "*seaside*",
|
||||
"set_text": "",
|
||||
"text_icon": "*"
|
||||
}
|
||||
}
|
||||
|
||||
@ -15,6 +15,16 @@
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Attack",
|
||||
"Doom"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
@ -35,6 +45,17 @@
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Attack",
|
||||
"Night",
|
||||
"Doom"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
@ -55,6 +76,15 @@
|
||||
"defaultCardCount": 5,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Doom"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
@ -74,6 +104,15 @@
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Fate"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
@ -147,6 +186,15 @@
|
||||
"defaultCardCount": 6,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Spirit"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
@ -174,6 +222,15 @@
|
||||
"defaultCardCount": 12,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Action",
|
||||
"Zombie"
|
||||
],
|
||||
"card_type_image": "action.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Blank"
|
||||
@ -182,6 +239,14 @@
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Boon"
|
||||
],
|
||||
"card_type_image": "boon.png",
|
||||
"defaultCardCount": 1,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Curse"
|
||||
@ -214,6 +279,14 @@
|
||||
"defaultCardCount": 0,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 4
|
||||
},{
|
||||
"card_type": [
|
||||
"Hex"
|
||||
],
|
||||
"card_type_image": "hex.png",
|
||||
"defaultCardCount": 1,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Landmark"
|
||||
@ -230,6 +303,53 @@
|
||||
"defaultCardCount": 0,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Night"
|
||||
],
|
||||
"card_type_image": "night.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Night",
|
||||
"Attack",
|
||||
"Doom"
|
||||
],
|
||||
"card_type_image": "night.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Night",
|
||||
"Duration"
|
||||
],
|
||||
"card_type_image": "duration.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Night",
|
||||
"Duration",
|
||||
"Attack"
|
||||
],
|
||||
"card_type_image": "duration.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Night",
|
||||
"Duration",
|
||||
"Spirit"
|
||||
],
|
||||
"card_type_image": "duration.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Prize"
|
||||
@ -271,6 +391,14 @@
|
||||
"defaultCardCount": 0,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"State"
|
||||
],
|
||||
"card_type_image": "state.png",
|
||||
"defaultCardCount": 1,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Trash"
|
||||
@ -296,6 +424,25 @@
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Treasure",
|
||||
"Attack",
|
||||
"Fate"
|
||||
],
|
||||
"card_type_image": "treasure.png",
|
||||
"defaultCardCount": 10,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Treasure",
|
||||
"Heirloom"
|
||||
],
|
||||
"card_type_image": "treasure.png",
|
||||
"defaultCardCount": 6,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Treasure",
|
||||
@ -332,6 +479,16 @@
|
||||
"defaultCardCount": 12,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Treasure",
|
||||
"Victory",
|
||||
"Heirloom"
|
||||
],
|
||||
"card_type_image": "treasure-victory.png",
|
||||
"defaultCardCount": 6,
|
||||
"tabCostHeightOffset": -1,
|
||||
"tabTextHeightOffset": 0
|
||||
},{
|
||||
"card_type": [
|
||||
"Victory"
|
||||
|
||||
@ -1859,6 +1859,456 @@
|
||||
"name": "Secret Passage",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bad Omens": {
|
||||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||||
"name": "Bad Omens",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bard": {
|
||||
"description": "+2 Coins<br>Recieve a Boon.",
|
||||
"extra": "You get +2 Coins and receive a Boon.",
|
||||
"name": "Bard",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Bat": {
|
||||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Blessed Village": {
|
||||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||||
"name": "Blessed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery": {
|
||||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||||
"name": "Cemetery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Changeling": {
|
||||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||||
"name": "Changeling",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cobbler": {
|
||||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||||
"name": "Cobbler",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Conclave": {
|
||||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||||
"name": "Conclave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Crypt": {
|
||||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||||
"name": "Crypt",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Gold": {
|
||||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cursed Village": {
|
||||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||||
"name": "Cursed Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Delusion": {
|
||||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||||
"extra": "",
|
||||
"name": "Delusion",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Den of Sin": {
|
||||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Den of Sin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Devil's Workshop": {
|
||||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||||
"name": "Devil's Workshop",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Druid": {
|
||||
"description": "+1 Buy<br>Receive one of the set aside, Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||||
"name": "Druid",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envious - Deluded": {
|
||||
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.",
|
||||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||||
"name": "Envious / Deluded",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envy": {
|
||||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||||
"name": "Envy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Exorcist": {
|
||||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||||
"name": "Exorcist",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Faithful Hound": {
|
||||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||||
"name": "Faithful Hound",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Famine": {
|
||||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||||
"name": "Famine",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fear": {
|
||||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||||
"name": "Fear",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool": {
|
||||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||||
"name": "Fool",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost": {
|
||||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||||
"name": "Ghost",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Ghost Town": {
|
||||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Ghost Town",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Goat": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "Trashing a card is optional.",
|
||||
"name": "Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Greed": {
|
||||
"description": "Gain a Copper onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Greed",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Guardian": {
|
||||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||||
"name": "Guardian",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunted Mirror": {
|
||||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Haunting": {
|
||||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||||
"extra": "",
|
||||
"name": "Haunting",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Idol": {
|
||||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||||
"name": "Idol",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Imp": {
|
||||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||||
"name": "Imp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun": {
|
||||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Locusts": {
|
||||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||||
"name": "Locusts",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lost in the Woods": {
|
||||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||||
"name": "Lost in the Woods",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Lucky Coin": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Magic Lamp": {
|
||||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Miserable - Twice Miserable": {
|
||||
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
|
||||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||||
"name": "Miserable / Twice Miserable",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Misery": {
|
||||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||||
"name": "Misery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Monastery": {
|
||||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||||
"name": "Monastery",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer": {
|
||||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||||
"name": "Necromancer",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Night Watchman": {
|
||||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||||
"name": "Night Watchman",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pasture": {
|
||||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie": {
|
||||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||||
"name": "Pixie",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Plague": {
|
||||
"description": "Gain a Curse to your hand.",
|
||||
"extra": "",
|
||||
"name": "Plague",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka": {
|
||||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||||
"name": "Pooka",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pouch": {
|
||||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Poverty": {
|
||||
"description": "Discard down to 3 cards in hand.",
|
||||
"extra": "",
|
||||
"name": "Poverty",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Raider": {
|
||||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||||
"name": "Raider",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sacred Grove": {
|
||||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||||
"name": "Sacred Grove",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave": {
|
||||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||||
"name": "Secret Cave",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd": {
|
||||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||||
"name": "Shepherd",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Skulk": {
|
||||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||||
"name": "Skulk",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Earth's Gift": {
|
||||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||||
"extra": "",
|
||||
"name": "The Earth's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Field's Gift": {
|
||||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Field's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Flame's Gift": {
|
||||
"description": "You may trash a card from your hand.",
|
||||
"extra": "",
|
||||
"name": "The Flame's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Forest's Gift": {
|
||||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||||
"extra": "",
|
||||
"name": "The Forest's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Moon's Gift": {
|
||||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||||
"extra": "If your discard pile is empty, this will not do anything.",
|
||||
"name": "The Moon's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Mountain's Gift": {
|
||||
"description": "Gain a Silver.",
|
||||
"extra": "",
|
||||
"name": "The Mountain's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The River's Gift.": {
|
||||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||||
"name": "The River's Gift.",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sea's Gift": {
|
||||
"description": "+1 Card",
|
||||
"extra": "",
|
||||
"name": "The Sea's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sky's Gift": {
|
||||
"description": "You may discard 3 cards to gain a Gold.",
|
||||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "The Sky's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Sun's Gift": {
|
||||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||||
"extra": "",
|
||||
"name": "The Sun's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Swamp's Gift": {
|
||||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||||
"extra": "",
|
||||
"name": "The Swamp's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"The Wind's Gift": {
|
||||
"description": "+2 Cards<br>Discard 2 cards.",
|
||||
"extra": "",
|
||||
"name": "The Wind's Gift",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tormentor": {
|
||||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||||
"name": "Tormentor",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker": {
|
||||
"description": "+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||||
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||||
"name": "Tracker",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tragic Hero": {
|
||||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||||
"name": "Tragic Hero",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire": {
|
||||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||||
"name": "Vampire",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"War": {
|
||||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "War",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Werewolf": {
|
||||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||||
"name": "Werewolf",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Will-O'-Wisp": {
|
||||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||||
"name": "Will-O'-Wisp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Wish": {
|
||||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||||
"name": "Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Apprentice": {
|
||||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||||
"name": "Zombie Apprentice",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Mason": {
|
||||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||||
"name": "Zombie Mason",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Zombie Spy": {
|
||||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Zombie Spy",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Avanto": {
|
||||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||||
@ -1871,6 +2321,12 @@
|
||||
"name": "Black Market",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Dismantle": {
|
||||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||||
"extra": "",
|
||||
"name": "Dismantle",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Envoy": {
|
||||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||||
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
|
||||
@ -2303,6 +2759,84 @@
|
||||
"name": "Gladiator / Fortune",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:<center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Leprechaun - Wish": {
|
||||
"description": "<left><u>Leprechaun</u>:<center>Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.<left><u>Wish</u>:<center>+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><i>(This is not in the Supply.)</i>",
|
||||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||||
"name": "Leprechaun / Wish",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
|
||||
@ -1,100 +1,134 @@
|
||||
{
|
||||
"adventures": {
|
||||
"set_name": "Adventures",
|
||||
"set_text": "Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying \"Gone Adventuring.\" Then you put up another sign, saying \"Beware of Dog,\" in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.\nThis is the 9th addition to the game of <i>Dominion</i>. It has 400 cards, 6 mats, and 60 tokens. There are 30 new Kingdom cards, including the return of Duration cards that do things on future turns, plus Reserve cards that can be saved for the right moment. There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards.",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"adventures extras": {
|
||||
"set_name": "Adventures Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "Ad"
|
||||
},
|
||||
"alchemy": {
|
||||
"set_name": "Alchemy",
|
||||
"set_text": "There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. Well it's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think, where will I put all this lead, what am I going to do with this lead anyway. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress.\nThis is the 3rd addition to <i>Dominion</i>.",
|
||||
"text_icon": "A"
|
||||
},
|
||||
"animals": {
|
||||
"set_name": "Animals",
|
||||
"set_text": "<i>Dominion: Animals</i> is a fan created expansion for the card game <i>Dominion</i>. It contains three new kingdom cards: \"Rabbits\", \"Yard dog\", and \"Gray Mustang\".\nSee https://boardgamegeek.com/boardgameexpansion/203184/animals-expansion-mini-fan-expansion-dominion.",
|
||||
"text_icon": "An"
|
||||
},
|
||||
"base": {
|
||||
"set_name": "Base",
|
||||
"set_text": "This is all the basic Victory, Treasure, and Curse cards from the <i>Dominion</i> games and its expansions. It does not include any Victory or Treasure cards that are Kingdom cards.",
|
||||
"text_icon": "B"
|
||||
},
|
||||
"cornucopia": {
|
||||
"set_name": "Cornucopia",
|
||||
"set_text": "Autumn. It seemed like the summer would never end, but that fortune teller was right. It's over. Autumn, the time of the harvest. Agriculture has advanced significantly in recent years, ever since the discovery of the maxim, \"leaves of three, let it be.\" Autumn, a time of celebration. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition. Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone.\nThis is the 5th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>, plus 5 unique cards. The central theme is variety; there are cards that reward you for having a variety of cards in your deck, in your hand, and in play, as well cards that help you get that variety.",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"cornucopia extras": {
|
||||
"set_name": "Cornucopia Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "C"
|
||||
},
|
||||
"dark ages": {
|
||||
"set_name": "Dark Ages",
|
||||
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dark ages extras": {
|
||||
"set_name": "Dark Ages Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "DA"
|
||||
},
|
||||
"dominion1stEdition": {
|
||||
"set_name": "Dominion 1st Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D1"
|
||||
},
|
||||
"dominion2ndEdition": {
|
||||
"set_name": "Dominion 2nd Edition",
|
||||
"set_text": "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.\nBut wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"dominion2ndEditionUpgrade": {
|
||||
"set_name": "Dominion 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Dominion",
|
||||
"text_icon": "D2"
|
||||
},
|
||||
"empires": {
|
||||
"set_name": "Empires",
|
||||
"set_text": "The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.\nIt's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.\n<i>Dominion: Empires</i>, the tenth addition to the game of <i>Dominion</i>, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"empires extras": {
|
||||
"set_name": "Empires Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "E"
|
||||
},
|
||||
"extras": {
|
||||
"set_name": "Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "X"
|
||||
},
|
||||
"guilds": {
|
||||
"set_name": "Guilds",
|
||||
"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
|
||||
"text_icon": "G"
|
||||
},
|
||||
"hinterlands": {
|
||||
"set_name": "Hinterlands",
|
||||
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
|
||||
"text_icon": "H"
|
||||
},
|
||||
"intrigue1stEdition": {
|
||||
"set_name": "Intrigue 1st Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue</i> adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with <i>Dominion</i>. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in <i>Dominion</i> or with the basic game of <i>Dominion</i>.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I1"
|
||||
},
|
||||
"intrigue2ndEdition": {
|
||||
"set_name": "Intrigue 2nd Edition",
|
||||
"set_text": "Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, \"The eggs are on the plate.\" You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.\n<i>Dominion: Intrigue (Second Edition)</i>, an expansion for <i>Dominion</i> or <i>Dominion (Second Edition)</i>, contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.\n<i>Dominion: Intrigue (Second Edition)</i> replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card; these new cards are also available on their own in the <i>Dominion: Intrigue Update Pack</i>. In addition, the rulebook has been rewritten, one card has had a mild functional change (Masquerade skips players with no cards in hand), and other cards have received updated wording while remaining functionally the same.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"intrigue2ndEditionUpgrade": {
|
||||
"set_name": "Intrigue 2nd Edition Upgrade",
|
||||
"set_text": "This contains the seven new kingdom cards introduced in the second edition of <i>Dominion: Intrigue</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
|
||||
"short_name": "Intrigue",
|
||||
"text_icon": "I2"
|
||||
},
|
||||
"nocturne": {
|
||||
"set_name": "Nocturne",
|
||||
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
|
||||
"short_name": "Nocturne",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"nocturne extras": {
|
||||
"set_name": "Nocturne Extras",
|
||||
"set_text": "",
|
||||
"text_icon": "N"
|
||||
},
|
||||
"promo": {
|
||||
"set_name": "Promo",
|
||||
"set_text": "Promotional cards are official <i>Dominion</i> kingdom cards and Events which do not belong to any particular set. They are typically either released to help promote <i>Dominion</i> at conventions (such as Origins or GenCon), or to commemorate the anniversary of another game in order to help promote both.",
|
||||
"text_icon": "Po"
|
||||
},
|
||||
"prosperity": {
|
||||
"set_name": "Prosperity",
|
||||
"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"
|
||||
},
|
||||
"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.",
|
||||
"text_icon": "S"
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,16 +2,22 @@
|
||||
"Action": "Action",
|
||||
"Attack": "Attack",
|
||||
"Blank": "Blank",
|
||||
"Boon": "Boon",
|
||||
"Castle": "Castle",
|
||||
"Curse": "Curse",
|
||||
"Doom": "Doom",
|
||||
"Duration": "Duration",
|
||||
"Event": "Event",
|
||||
"Events": "Events",
|
||||
"Expansion": "Expansion",
|
||||
"Fate": "Fate",
|
||||
"Gathering": "Gathering",
|
||||
"Heirloom": "Heirloom",
|
||||
"Hex": "Hex",
|
||||
"Landmark": "Landmark",
|
||||
"Landmarks": "Landmarks",
|
||||
"Looter": "Looter",
|
||||
"Night": "Night",
|
||||
"Prize": "Prize",
|
||||
"Prizes": "Prizes",
|
||||
"Reaction": "Reaction",
|
||||
@ -19,8 +25,11 @@
|
||||
"Ruins": "Ruins",
|
||||
"Shelter": "Shelter",
|
||||
"Shelters": "Shelters",
|
||||
"Spirit": "Spirit",
|
||||
"State": "State",
|
||||
"Trash": "Trash",
|
||||
"Traveller": "Traveller",
|
||||
"Treasure": "Treasure",
|
||||
"Victory": "Victory"
|
||||
"Victory": "Victory",
|
||||
"Zombie": "Zombie"
|
||||
}
|
||||
|
||||
@ -313,6 +313,11 @@ class DividerDrawer(object):
|
||||
rightSide,
|
||||
isBack=False):
|
||||
# draw outline or cropmarks
|
||||
|
||||
# Don't draw anything if zero (or less) line width
|
||||
if self.options.linewidth <= 0.0:
|
||||
return
|
||||
|
||||
self.canvas.saveState()
|
||||
self.canvas.setLineWidth(self.options.linewidth)
|
||||
cropmarksright = (x == self.options.numDividersHorizontal - 1)
|
||||
|
||||
BIN
domdiv/images/boon_nc.png
Normal file
BIN
domdiv/images/boon_nc.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 67 KiB |
BIN
domdiv/images/hex_nc.png
Normal file
BIN
domdiv/images/hex_nc.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 45 KiB |
BIN
domdiv/images/night_nc.png
Normal file
BIN
domdiv/images/night_nc.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
BIN
domdiv/images/nocturne_set.png
Normal file
BIN
domdiv/images/nocturne_set.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
BIN
domdiv/images/state_nc.png
Normal file
BIN
domdiv/images/state_nc.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 55 KiB |
@ -26,7 +26,7 @@ EXPANSION_CHOICES = ["adventures", "alchemy", "base", "cornucopia", "dark ages",
|
||||
"dominion1stEdition", "dominion2ndEdition", "dominion2ndEditionUpgrade",
|
||||
"empires", "guilds", "hinterlands",
|
||||
"intrigue1stEdition", "intrigue2ndEdition", "intrigue2ndEditionUpgrade",
|
||||
"promo", "prosperity", "seaside"]
|
||||
"promo", "prosperity", "seaside", "nocturne"]
|
||||
FAN_CHOICES = ["animals"]
|
||||
ORDER_CHOICES = ["expansion", "global", "colour", "cost"]
|
||||
|
||||
@ -996,6 +996,7 @@ def filter_sort_cards(cards, options):
|
||||
types=("Expansion", ),
|
||||
cost=None,
|
||||
description=' | '.join(sorted(cardnamesByExpansion[exp])),
|
||||
extra=set_values.get("set_text", ""),
|
||||
count=count,
|
||||
card_tag=set_tag)
|
||||
cards.append(c)
|
||||
|
||||
@ -9,7 +9,7 @@ class TestCardDB(unittest.TestCase):
|
||||
options = main.parse_opts([])
|
||||
options.data_path = '.'
|
||||
cards = main.read_card_data(options)
|
||||
self.assertEquals(len(cards), 448)
|
||||
self.assertEquals(len(cards), 524)
|
||||
valid_cardsets = {
|
||||
u'base',
|
||||
u'dominion1stEdition',
|
||||
@ -31,6 +31,8 @@ class TestCardDB(unittest.TestCase):
|
||||
u'adventures extras',
|
||||
u'empires',
|
||||
u'empires extras',
|
||||
u'nocturne',
|
||||
u'nocturne extras',
|
||||
u'promo',
|
||||
u'extras',
|
||||
u'animals'
|
||||
|
||||
@ -71,353 +71,367 @@ def multikeysort(items, columns):
|
||||
return sorted(items, cmp=comparer)
|
||||
|
||||
|
||||
###########################################################################
|
||||
# Get all the languages, and place the default language first in the list
|
||||
###########################################################################
|
||||
languages = get_lang_dirs(card_db_dir)
|
||||
languages.remove(LANGUAGE_DEFAULT)
|
||||
languages.insert(0, LANGUAGE_DEFAULT)
|
||||
if LANGUAGE_XX not in languages:
|
||||
languages.append(LANGUAGE_XX)
|
||||
print "Languages:"
|
||||
print languages
|
||||
print
|
||||
def main():
|
||||
###########################################################################
|
||||
# Get all the languages, and place the default language first in the list
|
||||
###########################################################################
|
||||
languages = get_lang_dirs(card_db_dir)
|
||||
languages.remove(LANGUAGE_DEFAULT)
|
||||
languages.insert(0, LANGUAGE_DEFAULT)
|
||||
if LANGUAGE_XX not in languages:
|
||||
languages.append(LANGUAGE_XX)
|
||||
print "Languages:"
|
||||
print languages
|
||||
print
|
||||
|
||||
###########################################################################
|
||||
# Make sure the directories exist to hold the output
|
||||
###########################################################################
|
||||
###########################################################################
|
||||
# Make sure the directories exist to hold the output
|
||||
###########################################################################
|
||||
|
||||
# main output directory
|
||||
if not os.path.exists(output_dir):
|
||||
os.makedirs(output_dir)
|
||||
# main output directory
|
||||
if not os.path.exists(output_dir):
|
||||
os.makedirs(output_dir)
|
||||
|
||||
# each language directory
|
||||
for lang in languages:
|
||||
# Make sure the directory is there to hold the file
|
||||
lang_dir = os.path.join(output_dir, lang)
|
||||
if not os.path.exists(lang_dir):
|
||||
os.makedirs(lang_dir)
|
||||
# each language directory
|
||||
for lang in languages:
|
||||
# Make sure the directory is there to hold the file
|
||||
lang_dir = os.path.join(output_dir, lang)
|
||||
if not os.path.exists(lang_dir):
|
||||
os.makedirs(lang_dir)
|
||||
|
||||
###########################################################################
|
||||
# Get the types_db information
|
||||
# Store in a list in the order found in types[]. Ordered by card_type
|
||||
# 1. card_tags, 2. group_tags, 3. super groups
|
||||
###########################################################################
|
||||
types = []
|
||||
type_parts = []
|
||||
###########################################################################
|
||||
# Get the types_db information
|
||||
# Store in a list in the order found in types[]. Ordered by card_type
|
||||
# 1. card_tags, 2. group_tags, 3. super groups
|
||||
###########################################################################
|
||||
type_parts = []
|
||||
|
||||
# Get the card data
|
||||
type_data = get_json_data(os.path.join(card_db_dir, "types_db.json"))
|
||||
# Get the card data
|
||||
type_data = get_json_data(os.path.join(card_db_dir, "types_db.json"))
|
||||
|
||||
# Sort the cards by cardset_tags, then card_tag
|
||||
sorted_type_data = multikeysort(type_data, ['card_type'])
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, "types_db.json"), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("[")) # Start of list
|
||||
sep = ""
|
||||
for type in sorted_type_data:
|
||||
# Collect all the individual types
|
||||
type_parts = list(set(type['card_type']) | set(type_parts))
|
||||
lang_out.write(sep + json.dumps(
|
||||
type, indent=4, ensure_ascii=False, sort_keys=True))
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n]\n")) # End of List
|
||||
|
||||
type_parts.sort()
|
||||
print "Unique Types:"
|
||||
print type_parts
|
||||
print
|
||||
|
||||
###########################################################################
|
||||
# Fix up all the xx/types_xx.json files
|
||||
# Place entries in alphabetical order
|
||||
# If entries don't exist:
|
||||
# If the default language, set from information in the "types_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
lang_file = "types_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_type_data = get_json_data(fname)
|
||||
else:
|
||||
lang_type_data = {}
|
||||
# Sort the cards by cardset_tags, then card_tag
|
||||
sorted_type_data = multikeysort(type_data, ['card_type'])
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
os.path.join(output_dir, "types_db.json"), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of types
|
||||
lang_out.write(unicode("[")) # Start of list
|
||||
sep = ""
|
||||
used = []
|
||||
|
||||
for type in sorted(type_parts):
|
||||
if type not in lang_type_data:
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_type_data[type] = type
|
||||
lang_type_default = lang_type_data
|
||||
else:
|
||||
lang_type_data[type] = lang_type_default[type]
|
||||
|
||||
lang_out.write(json_dict_entry({type: lang_type_data[type]}, sep))
|
||||
used.append(type)
|
||||
for type in sorted_type_data:
|
||||
# Collect all the individual types
|
||||
type_parts = list(set(type['card_type']) | set(type_parts))
|
||||
lang_out.write(sep + json.dumps(
|
||||
type, indent=4, ensure_ascii=False, sort_keys=True))
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n]\n")) # End of List
|
||||
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_type_data:
|
||||
if key not in used:
|
||||
lang_out.write(
|
||||
json_dict_entry({
|
||||
key: lang_type_data[key]
|
||||
}, sep))
|
||||
sep = ","
|
||||
type_parts.sort()
|
||||
print "Unique Types:"
|
||||
print type_parts
|
||||
print
|
||||
|
||||
lang_out.write(unicode("\n}\n")) # End of Types
|
||||
###########################################################################
|
||||
# Fix up all the xx/types_xx.json files
|
||||
# Place entries in alphabetical order
|
||||
# If entries don't exist:
|
||||
# If the default language, set from information in the "types_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
lang_file = "types_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_type_data = get_json_data(fname)
|
||||
else:
|
||||
lang_type_data = {}
|
||||
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_type_default = lang_type_data # Keep for later languages
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of types
|
||||
sep = ""
|
||||
used = []
|
||||
|
||||
###########################################################################
|
||||
# Get the cards_db information
|
||||
# Store in a list in the order found in cards[]. Ordered as follows:
|
||||
# 1. card_tags, 2. group_tags, 3. super groups
|
||||
###########################################################################
|
||||
cards = []
|
||||
groups = []
|
||||
super_groups = [u'events', u'landmarks']
|
||||
|
||||
# Get the card data
|
||||
card_data = get_json_data(os.path.join(card_db_dir, "cards_db.json"))
|
||||
|
||||
# Sort the cardset_tags
|
||||
for card in card_data:
|
||||
card["cardset_tags"].sort()
|
||||
# But put all the base cards together by moving to front of the list
|
||||
if 'base' in card["cardset_tags"]:
|
||||
card["cardset_tags"].remove('base')
|
||||
card["cardset_tags"].insert(0, 'base')
|
||||
|
||||
# Sort the cards by cardset_tags, then card_tag
|
||||
sorted_card_data = multikeysort(card_data, ['cardset_tags', 'card_tag'])
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, "cards_db.json"), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("[")) # Start of list
|
||||
sep = ""
|
||||
for card in sorted_card_data:
|
||||
if card['card_tag'] not in cards:
|
||||
cards.append(card['card_tag'])
|
||||
if 'group_tag' in card:
|
||||
if card['group_tag'] not in groups:
|
||||
groups.append(card['group_tag'])
|
||||
lang_out.write(sep + json.dumps(
|
||||
card, indent=4, ensure_ascii=False, sort_keys=True))
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n]\n")) # End of List
|
||||
|
||||
cards.extend(groups)
|
||||
cards.extend(super_groups)
|
||||
|
||||
print "Cards:"
|
||||
print cards
|
||||
print
|
||||
|
||||
###########################################################################
|
||||
# Fix up all the cards_xx.json files
|
||||
# Place entries in the same order as given in "cards_db.json".
|
||||
# If entries don't exist:
|
||||
# If the default language, set base on information in the "cards_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
|
||||
# contruct the cards json file name
|
||||
lang_file = "cards_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_data = get_json_data(fname)
|
||||
else:
|
||||
lang_data = {}
|
||||
|
||||
# Process the file
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of set
|
||||
sep = ""
|
||||
fields = [u"description", u"extra", u"name"]
|
||||
|
||||
for card in cards:
|
||||
if card not in lang_data or lang == LANGUAGE_XX:
|
||||
# Card is missing, need to add it
|
||||
lang_data[card] = {}
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
# Default language gets bare minimum. Really need to add by hand.
|
||||
lang_data[card]["extra"] = ""
|
||||
lang_data[card]["name"] = card
|
||||
lang_data[card]["description"] = ""
|
||||
lang_data[card]["untranslated"] = ', '.join(fields)
|
||||
lang_default = lang_data
|
||||
else:
|
||||
# All other languages should get the default languages' text
|
||||
lang_data[card]["extra"] = lang_default[card]["extra"]
|
||||
lang_data[card]["name"] = lang_default[card]["name"]
|
||||
lang_data[card]["description"] = lang_default[card][
|
||||
"description"]
|
||||
lang_data[card]["untranslated"] = ', '.join(fields)
|
||||
else:
|
||||
# Card exists, figure out what needs updating (don't update default language)
|
||||
if lang != LANGUAGE_DEFAULT:
|
||||
if 'untranslated' in lang_data[card]:
|
||||
# Has an 'untranslated' field. Process accordingly
|
||||
if not lang_data[card]["untranslated"].strip():
|
||||
# It is empty, so just remove it
|
||||
del lang_data[card]["untranslated"]
|
||||
else:
|
||||
# If a field remains untranslated, then replace with the default languages copy
|
||||
for field in fields:
|
||||
if field in lang_data[card]['untranslated']:
|
||||
lang_data[card][field] = lang_default[
|
||||
card][field]
|
||||
for type in sorted(type_parts):
|
||||
if type not in lang_type_data:
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_type_data[type] = type
|
||||
lang_type_default = lang_type_data
|
||||
else:
|
||||
# Need to create the 'untranslated' field and update based upon existing fields
|
||||
untranslated = []
|
||||
for field in fields:
|
||||
if field not in lang_data[card]:
|
||||
lang_data[card][field] = lang_default[card][
|
||||
field]
|
||||
untranslated.append(field)
|
||||
if untranslated:
|
||||
# only add if something is still needing translation
|
||||
lang_data[card]["untranslated"] = ', '.join(
|
||||
untranslated)
|
||||
lang_type_data[type] = lang_type_default[type]
|
||||
|
||||
lang_out.write(json_dict_entry({card: lang_data[card]}, sep))
|
||||
lang_data[card]['used'] = True
|
||||
sep = ","
|
||||
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_data:
|
||||
if 'used' not in lang_data[key]:
|
||||
lang_data[key][
|
||||
"untranslated"] = "Note: This card is currently not used."
|
||||
lang_out.write(json_dict_entry({key: lang_data[key]}, sep))
|
||||
lang_out.write(json_dict_entry({type: lang_type_data[type]}, sep))
|
||||
used.append(type)
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n}\n")) # End of Set
|
||||
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_default = lang_data # Keep for later languages
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_type_data:
|
||||
if key not in used:
|
||||
lang_out.write(
|
||||
json_dict_entry({
|
||||
key: lang_type_data[key]
|
||||
}, sep))
|
||||
sep = ","
|
||||
|
||||
###########################################################################
|
||||
# Fix up the sets_db.json file
|
||||
# Place entries in alphabetical order
|
||||
###########################################################################
|
||||
lang_file = "sets_db.json"
|
||||
set_data = get_json_data(os.path.join(card_db_dir, lang_file))
|
||||
lang_out.write(unicode("\n}\n")) # End of Types
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of set
|
||||
sep = ""
|
||||
sets = []
|
||||
for set in sorted(set_data):
|
||||
lang_out.write(json_dict_entry({set: set_data[set]}, sep))
|
||||
sep = ","
|
||||
if set not in sets:
|
||||
sets.append(set)
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_type_default = lang_type_data # Keep for later languages
|
||||
|
||||
lang_out.write(unicode("\n}\n")) # End of Set
|
||||
###########################################################################
|
||||
# Get the cards_db information
|
||||
# Store in a list in the order found in cards[]. Ordered as follows:
|
||||
# 1. card_tags, 2. group_tags, 3. super groups
|
||||
###########################################################################
|
||||
cards = []
|
||||
groups = []
|
||||
super_groups = [u'events', u'landmarks']
|
||||
|
||||
print "Sets:"
|
||||
print sets
|
||||
print
|
||||
# Get the card data
|
||||
card_data = get_json_data(os.path.join(card_db_dir, "cards_db.json"))
|
||||
|
||||
###########################################################################
|
||||
# Fix up all the xx/sets_xx.json files
|
||||
# Place entries in alphabetical order
|
||||
# If entries don't exist:
|
||||
# If the default language, set from information in the "sets_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
lang_file = "sets_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_set_data = get_json_data(fname)
|
||||
else:
|
||||
lang_set_data = {}
|
||||
# Sort the cardset_tags
|
||||
for card in card_data:
|
||||
card["cardset_tags"].sort()
|
||||
# But put all the base cards together by moving to front of the list
|
||||
if 'base' in card["cardset_tags"]:
|
||||
card["cardset_tags"].remove('base')
|
||||
card["cardset_tags"].insert(0, 'base')
|
||||
|
||||
# Sort the cards by cardset_tags, then card_tag
|
||||
sorted_card_data = multikeysort(card_data, ['cardset_tags', 'card_tag'])
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
os.path.join(output_dir, "cards_db.json"), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("[")) # Start of list
|
||||
sep = ""
|
||||
for card in sorted_card_data:
|
||||
if card['card_tag'] not in cards:
|
||||
cards.append(card['card_tag'])
|
||||
if 'group_tag' in card:
|
||||
if card['group_tag'] not in groups:
|
||||
groups.append(card['group_tag'])
|
||||
lang_out.write(sep + json.dumps(
|
||||
card, indent=4, ensure_ascii=False, sort_keys=True))
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n]\n")) # End of List
|
||||
|
||||
cards.extend(groups)
|
||||
cards.extend(super_groups)
|
||||
|
||||
print "Cards:"
|
||||
print cards
|
||||
print
|
||||
|
||||
###########################################################################
|
||||
# Fix up all the cards_xx.json files
|
||||
# Place entries in the same order as given in "cards_db.json".
|
||||
# If entries don't exist:
|
||||
# If the default language, set base on information in the "cards_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
|
||||
# contruct the cards json file name
|
||||
lang_file = "cards_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_data = get_json_data(fname)
|
||||
else:
|
||||
lang_data = {}
|
||||
|
||||
# Process the file
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of set
|
||||
sep = ""
|
||||
fields = [u"description", u"extra", u"name"]
|
||||
|
||||
for card in cards:
|
||||
if card not in lang_data or lang == LANGUAGE_XX:
|
||||
# Card is missing, need to add it
|
||||
lang_data[card] = {}
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
# Default language gets bare minimum. Really need to add by hand.
|
||||
lang_data[card]["extra"] = ""
|
||||
lang_data[card]["name"] = card
|
||||
lang_data[card]["description"] = ""
|
||||
lang_data[card]["untranslated"] = ', '.join(fields)
|
||||
lang_default = lang_data
|
||||
else:
|
||||
# All other languages should get the default languages' text
|
||||
lang_data[card]["extra"] = lang_default[card]["extra"]
|
||||
lang_data[card]["name"] = lang_default[card]["name"]
|
||||
lang_data[card]["description"] = lang_default[card][
|
||||
"description"]
|
||||
lang_data[card]["untranslated"] = ', '.join(fields)
|
||||
else:
|
||||
# Card exists, figure out what needs updating (don't update default language)
|
||||
if lang != LANGUAGE_DEFAULT:
|
||||
if 'untranslated' in lang_data[card]:
|
||||
# Has an 'untranslated' field. Process accordingly
|
||||
if not lang_data[card]["untranslated"].strip():
|
||||
# It is empty, so just remove it
|
||||
del lang_data[card]["untranslated"]
|
||||
else:
|
||||
# If a field remains untranslated, then replace with the default languages copy
|
||||
for field in fields:
|
||||
if field in lang_data[card]['untranslated']:
|
||||
lang_data[card][field] = lang_default[
|
||||
card][field]
|
||||
else:
|
||||
# Need to create the 'untranslated' field and update based upon existing fields
|
||||
untranslated = []
|
||||
for field in fields:
|
||||
if field not in lang_data[card]:
|
||||
lang_data[card][field] = lang_default[card][
|
||||
field]
|
||||
untranslated.append(field)
|
||||
if untranslated:
|
||||
# only add if something is still needing translation
|
||||
lang_data[card]["untranslated"] = ', '.join(
|
||||
untranslated)
|
||||
|
||||
lang_out.write(json_dict_entry({card: lang_data[card]}, sep))
|
||||
lang_data[card]['used'] = True
|
||||
sep = ","
|
||||
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_data:
|
||||
if 'used' not in lang_data[key]:
|
||||
lang_data[key][
|
||||
"untranslated"] = "Note: This card is currently not used."
|
||||
lang_out.write(json_dict_entry({key: lang_data[key]}, sep))
|
||||
sep = ","
|
||||
lang_out.write(unicode("\n}\n")) # End of Set
|
||||
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_default = lang_data # Keep for later languages
|
||||
|
||||
###########################################################################
|
||||
# Fix up the sets_db.json file
|
||||
# Place entries in alphabetical order
|
||||
###########################################################################
|
||||
lang_file = "sets_db.json"
|
||||
set_data = get_json_data(os.path.join(card_db_dir, lang_file))
|
||||
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of set
|
||||
sep = ""
|
||||
|
||||
for set in sorted(set_data):
|
||||
if set not in lang_set_data:
|
||||
lang_set_data[set] = {}
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_set_data[set]["set_name"] = set.title()
|
||||
lang_set_data[set]["text_icon"] = set_data[set][
|
||||
"text_icon"]
|
||||
if 'short_name' in set_data[set]:
|
||||
lang_set_data[set]["short_name"] = set_data[set][
|
||||
"short_name"]
|
||||
else:
|
||||
lang_set_data[set]["set_name"] = lang_default[set][
|
||||
"set_name"]
|
||||
lang_set_data[set]["text_icon"] = lang_default[set][
|
||||
"text_icon"]
|
||||
if 'short_name' in lang_default[set]:
|
||||
lang_set_data[set]["short_name"] = lang_default[set][
|
||||
"short_name"]
|
||||
|
||||
lang_out.write(json_dict_entry({set: lang_set_data[set]}, sep))
|
||||
lang_set_data[set]['used'] = True
|
||||
sets = []
|
||||
for s in sorted(set_data):
|
||||
lang_out.write(json_dict_entry({s: set_data[s]}, sep))
|
||||
sep = ","
|
||||
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_set_data:
|
||||
if 'used' not in lang_set_data[key]:
|
||||
lang_out.write(json_dict_entry({key: lang_set_data[key]}, sep))
|
||||
sep = ","
|
||||
if s not in sets:
|
||||
sets.append(s)
|
||||
|
||||
lang_out.write(unicode("\n}\n")) # End of Set
|
||||
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_default = lang_set_data # Keep for later languages
|
||||
print "Sets:"
|
||||
print sets
|
||||
print
|
||||
|
||||
###########################################################################
|
||||
# bonuses_xx files
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
# Special case for xx. Reseed from default language
|
||||
fromLanguage = lang
|
||||
if lang == LANGUAGE_XX:
|
||||
fromLanguage = LANGUAGE_DEFAULT
|
||||
###########################################################################
|
||||
# Fix up all the xx/sets_xx.json files
|
||||
# Place entries in alphabetical order
|
||||
# If entries don't exist:
|
||||
# If the default language, set from information in the "sets_db.json" file,
|
||||
# If not the default language, set based on information from the default language.
|
||||
# Lastly, keep any extra entries that are not currently used, just in case needed
|
||||
# in the future or is a work in progress.
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
lang_file = "sets_" + lang + ".json"
|
||||
fname = os.path.join(card_db_dir, lang, lang_file)
|
||||
if os.path.isfile(fname):
|
||||
lang_set_data = get_json_data(fname)
|
||||
else:
|
||||
lang_set_data = {}
|
||||
with io.open(
|
||||
os.path.join(output_dir, lang, lang_file), 'w',
|
||||
encoding='utf-8') as lang_out:
|
||||
lang_out.write(unicode("{")) # Start of set
|
||||
sep = ""
|
||||
|
||||
for s in sorted(set_data):
|
||||
if s not in lang_set_data:
|
||||
lang_set_data[s] = {}
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_set_data[s]["set_name"] = s.title()
|
||||
lang_set_data[s]["text_icon"] = set_data[s][
|
||||
"text_icon"]
|
||||
if 'short_name' in set_data[s]:
|
||||
lang_set_data[s]["short_name"] = set_data[s][
|
||||
"short_name"]
|
||||
if 'set_text' in set_data[s]:
|
||||
lang_set_data[s]["set_text"] = set_data[s][
|
||||
"set_text"]
|
||||
else:
|
||||
lang_set_data[s]["set_name"] = lang_default[s][
|
||||
"set_name"]
|
||||
lang_set_data[s]["text_icon"] = lang_default[s][
|
||||
"text_icon"]
|
||||
if 'short_name' in lang_default[s]:
|
||||
lang_set_data[s]["short_name"] = lang_default[s][
|
||||
"short_name"]
|
||||
if 'set_text' in lang_default[s]:
|
||||
lang_set_data[s]["set_text"] = lang_default[s][
|
||||
"set_text"]
|
||||
else:
|
||||
if lang != LANGUAGE_DEFAULT:
|
||||
for x in lang_default[s]:
|
||||
if x not in lang_set_data[s] and x is not 'used':
|
||||
lang_set_data[s][x] = lang_default[s][x]
|
||||
|
||||
lang_out.write(json_dict_entry({s: lang_set_data[s]}, sep))
|
||||
lang_set_data[s]['used'] = True
|
||||
sep = ","
|
||||
|
||||
# Now keep any unused values just in case needed in the future
|
||||
for key in lang_set_data:
|
||||
if 'used' not in lang_set_data[key]:
|
||||
lang_out.write(json_dict_entry({key: lang_set_data[key]}, sep))
|
||||
sep = ","
|
||||
|
||||
lang_out.write(unicode("\n}\n")) # End of Set
|
||||
|
||||
if lang == LANGUAGE_DEFAULT:
|
||||
lang_default = lang_set_data # Keep for later languages
|
||||
|
||||
###########################################################################
|
||||
# bonuses_xx files
|
||||
###########################################################################
|
||||
for lang in languages:
|
||||
# Special case for xx. Reseed from default language
|
||||
fromLanguage = lang
|
||||
if lang == LANGUAGE_XX:
|
||||
fromLanguage = LANGUAGE_DEFAULT
|
||||
|
||||
copyfile(
|
||||
os.path.join(card_db_dir, fromLanguage, "bonuses_" + fromLanguage + ".json"),
|
||||
os.path.join(output_dir, lang, "bonuses_" + lang + ".json"))
|
||||
|
||||
###########################################################################
|
||||
# translation.txt
|
||||
###########################################################################
|
||||
copyfile(
|
||||
os.path.join(card_db_dir, fromLanguage, "bonuses_" + fromLanguage + ".json"),
|
||||
os.path.join(output_dir, lang, "bonuses_" + lang + ".json"))
|
||||
os.path.join(card_db_dir, "translation.md"),
|
||||
os.path.join(output_dir, "translation.md"))
|
||||
|
||||
###########################################################################
|
||||
# translation.txt
|
||||
###########################################################################
|
||||
copyfile(
|
||||
os.path.join(card_db_dir, "translation.md"),
|
||||
os.path.join(output_dir, "translation.md"))
|
||||
# Since xx is the starting point for new translations,
|
||||
# make sure xx has the latest copy of translation.txt
|
||||
copyfile(
|
||||
os.path.join(card_db_dir, LANGUAGE_XX, "translation.txt"),
|
||||
os.path.join(output_dir, LANGUAGE_XX, "translation.txt"))
|
||||
|
||||
# Since xx is the starting point for new translations,
|
||||
# make sure xx has the latest copy of translation.md
|
||||
copyfile(
|
||||
os.path.join(card_db_dir, "translation.md"),
|
||||
os.path.join(output_dir, LANGUAGE_XX, "translation.md"))
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user