From ea9e25dd5b2c045d2d5f61baf4c2a594ea3e69cf Mon Sep 17 00:00:00 2001 From: Wendel Voigt Date: Fri, 23 Oct 2015 14:42:46 -0500 Subject: [PATCH 01/23] Fix for Issue #20 - Unsleeved horizontal A4 sheets overlap with expansion name Fixed two things: 1. font.face.descent was a negative number. To get the full font height, the absolute value of it needed to be added. 2. Was printing the footer to the middle of the space left between the bottom of the cards and the margin. For small spaces this gives up 1/2 the room. So instead, printing the footer at the very bottom of the margin. --- dominion_tabs.py | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/dominion_tabs.py b/dominion_tabs.py index 8b3ebd3..f0a7edd 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -709,7 +709,7 @@ class DominionTabs: minFontsize = 6 fontname = 'MinionPro-Regular' font = pdfmetrics.getFont(fontname) - fontHeightRelative = (font.face.ascent + font.face.descent) / 1000 + fontHeightRelative = (font.face.ascent + abs(font.face.descent) ) / 1000.0 canFit = False @@ -744,8 +744,10 @@ class DominionTabs: if setTitle not in sets: sets.append(setTitle) + # Centered on page xPos = layout['width'] / 2 - yPos = layout['minMarginHeight'] + availableMargin / 2 + # Place at the very edge of the margin + yPos = layout['minMarginHeight'] if layout['rotation']: self.canvas.rotate(layout['rotation']) From 28921e9d2c6668b8854212df78d0260b8ca8ce95 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Mon, 2 Nov 2015 14:59:00 -0800 Subject: [PATCH 02/23] pep8 --- dominion_tabs.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dominion_tabs.py b/dominion_tabs.py index f0a7edd..4de6e7c 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -709,7 +709,7 @@ class DominionTabs: minFontsize = 6 fontname = 'MinionPro-Regular' font = pdfmetrics.getFont(fontname) - fontHeightRelative = (font.face.ascent + abs(font.face.descent) ) / 1000.0 + fontHeightRelative = (font.face.ascent + abs(font.face.descent)) / 1000.0 canFit = False From 1b96a9ceb8859b29fd93b7514f2f380ee5df06ac Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 13:21:41 -0800 Subject: [PATCH 03/23] Throw out yaml as the python yaml library is badly documented and out of date; use JSON everywhere instead --- .gitignore | 1 + card_db/en_us/cards.json | 0 card_db/en_us/cards.yaml | 5292 ------------------------------------ card_db/en_us/mapping.json | 17 + card_db/en_us/mapping.yaml | 15 - card_db/it/cards.json | 2619 ++++++++++++++++++ card_db/it/mapping.json | 18 + card_db/it/mapping.yaml | 15 - dominion_tabs.py | 59 +- setup.py | 3 +- 10 files changed, 2695 insertions(+), 5344 deletions(-) create mode 100644 card_db/en_us/cards.json delete mode 100644 card_db/en_us/cards.yaml create mode 100644 card_db/en_us/mapping.json delete mode 100644 card_db/en_us/mapping.yaml create mode 100644 card_db/it/cards.json create mode 100644 card_db/it/mapping.json delete mode 100644 card_db/it/mapping.yaml diff --git a/.gitignore b/.gitignore index 6a1c53d..50633dc 100644 --- a/.gitignore +++ b/.gitignore @@ -5,3 +5,4 @@ generated dominiontabs.egg-info build dist +*~ diff --git a/card_db/en_us/cards.json b/card_db/en_us/cards.json new file mode 100644 index 0000000..e69de29 diff --git a/card_db/en_us/cards.yaml b/card_db/en_us/cards.yaml deleted file mode 100644 index b6876c5..0000000 --- a/card_db/en_us/cards.yaml +++ /dev/null @@ -1,5292 +0,0 @@ -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Action, Discard any number of cards. +1 Card per - card discarded.' - extra: !!python/unicode ' You can''t discard Cellar to itself, since it isn''t in - your hand any longer when you resolve it. You choose what cards to discard and - discard them all at once. You only draw cards after you have discarded. If you - have to shuffle to do the drawing, the discarded cards will end up shuffled into - your new Deck.' - name: !!python/unicode 'Cellar' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '2' - description: !!python/unicode 'Trash up to 4 cards from your hand.' - extra: !!python/unicode ' You can''t trash the Chapel itself since it isn''t in - your hand when you resolve it. You could trash a different Chapel card if that - card were in your hand.' - name: !!python/unicode 'Chapel' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Cards, When another player plays an Attack card, - you may reveal this from your hand. If you do, you are unaffected by that Attack.' - extra: !!python/unicode ' An attack card is one that says "Attack" on the bottom - line (usually, "Action - Attack"). When someone else plays an Attack card, you - may reveal the Moat by showing it from your hand to the other players and then - returning it to your hand (before the Attack card resolves). You are then unaffected - by that Attack card. You won''t gain a Curse because of a Witch or reveal a card - to a Spy, and so on. Moat doesn''t stop anything an Attack does to other players - or to the player of the Attack; for example, if everyone else Moats a Witch, the - person who played it still gets to draw 2 cards. Moat can also be played on your - turn as an Action to draw 2 cards.' - name: !!python/unicode 'Moat' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Coins, You may immediately put your deck into - your discard pile.' - extra: !!python/unicode ' You must resolve the Chancellor (decide whether or not - to discard your Deck by flipping it into your Discard pile) before doing other - things on your turn, like deciding what to buy or playing another Action card. - You may not look through your Deck as you discard it.' - name: !!python/unicode 'Chancellor' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card, +2 Actions.' - extra: !!python/unicode ' If you''re playing multiple Villages, keep a careful count - of your Actions. Say how many you have left out loud; this trick works every time.' - name: !!python/unicode 'Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Buy, +2 Coins.' - extra: !!python/unicode ' During your Buy phase, you may add 2 Coins to the total - value of the Treasure cards played, and you may buy an additional card from the - Supply.' - name: !!python/unicode 'Woodcutter' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '3' - description: !!python/unicode 'Gain a card costing up to 4 Coins.' - extra: !!python/unicode ' The card you gain is put into your Discard pile. It has - to be a card from the Supply. You cannot use coins from Treasures or previous - Actions (like the Market) to increase the cost of the card you may gain. [You - cannot gain cards with Potion in the cost with Workshop.]' - name: !!python/unicode 'Workshop' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Gain a silver card; put it on top of your deck. Each - other player reveals a Victory card from his hand and puts it on his deck (or - reveals a hand with no Victory cards).' - extra: !!python/unicode ' If you have no cards left in your Deck when you play this - card, the Silver you gain will become the only card in your Deck. Similarly, if - another players has no cards in his Deck, the Victory card he puts on top will - become the only card in his Deck.' - name: !!python/unicode 'Bureaucrat' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Trash this card. Gain a card costing up to 5 Coins.' - extra: !!python/unicode ' The gained card goes into your Discard pile. It has to - be a card from the Supply. You cannot use coins from Treasures or previous Actions - (like the Market) to increase the cost of the card that you gain. If you use Throne - Room on Feast, you will gain two cards, even though you can only trash Feast once. - Gaining the card isn''t contingent on trashing Feast; they''re just two things - that the card tries to make you do.' - name: !!python/unicode 'Feast' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Variable, Worth 1 for every 10 cards in your - deck (rounded down).' - extra: !!python/unicode ' This Kingdom card is a Victory card, not an Action card. - It does nothing until the end of the game, when it is worth 1 victory point per - 10 cards in your Deck (counting all of your cards - your Discard pile and hand - are part of your Deck at that point). Round down; if you have 39 cards, Gardens - is worth 3 victory points. During set-up, place 12 Gardens in the Supply for a - 3+ player game and 8 in the Supply for a 2 player game.' - name: !!python/unicode 'Gardens' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins, Each other player discards down to 3 cards - in his hand.' - extra: !!python/unicode ' The attacked players discard cards until they have only - 3 cards in hand. Players who had 3 or fewer cards in hand when Militia was played - do not discard any cards.' - name: !!python/unicode 'Militia' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Trash a Copper from your hand. If you do, +3 Coins.' - extra: !!python/unicode ' If you do not have a Copper in your hand to trash, you - don''t get the +3 Coins to spend in the Buy phase.' - name: !!python/unicode 'Moneylender' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Trash a card from your hand. Gain a card costing - up to 2 Coins more than the trashed card.' - extra: !!python/unicode ' You cannot trash the Remodel as it isn''t in your hand - when you resolve it (you can trash a different Remodel card from your hand). If - you do not have a card to trash, you cannot gain a card from the Remodel. The - gained card goes in your Discard pile. You can only gain cards from the Supply. - The gained card need not cost exactly 2 Coins more than the trashed card; it can - cost that much or any amount less. You cannot use coins from Treasures or previous - Actions (like the Market) to increase the cost of the card you gain. You can trash - a card to gain a copy of the same card.' - name: !!python/unicode 'Remodel' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode '+3 Cards.' - extra: !!python/unicode ' Draw three cards.' - name: !!python/unicode 'Smithy' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card, +1 Action, Each player (including you) reveals - the top card of his deck and either discards it or puts it back, your choice.' - extra: !!python/unicode ' Spy causes all players, including the one who played it, - to reveal the top card of their Deck. Note that you draw your card for playing - Spy before any cards are revealed. Anyone who does not have any cards left in - their Deck shuffles in order to have something to reveal. Anyone who still has - no cards to reveal doesn''t reveal one. If players care about the order in which - things happen for this, you do yourself first, then each other player in turn - order. Revealed cards that aren''t discarded are returned to the top of their - players'' Decks.' - name: !!python/unicode 'Spy' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Each other player reveals the top 2 cards of his - deck. If they revealed any Treasure cards, they trash one of them that you choose. - You may gain any or all of these trashed cards. They discard the other revealed - cards.' - extra: !!python/unicode ' A player with just one card left revealed that last card - and then shuffles to get the other card to reveal (without including the revealed - card); a player with no cards left shuffles to get both of them. A player who - still doesn''t have two cards to reveal after shuffling just reveals what he can. - Each player trashes one Treasure card at most, of the attacker''s choice from - the two revealed cards, and then you gain any of the trashed cards that you want. - You can only take Treasures just trashed - not ones trashed on previous turns. - You can take none of them, all of them, or anything in between. Put the Treasures - you decided to gain into your Discard pile. The ones you choose not to gain stay - in the Trash pile.' - name: !!python/unicode 'Thief' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '4' - description: !!python/unicode 'Choose an Action card in your hand. Play it twice.' - extra: !!python/unicode ' You pick another Action card in your hand, play it, and - play it again. The second use of the Action card doesn''t use up any extra Actions - you have. You completely resolve playing the Action the first time before playing - it the second time. If you Throne Room a Throne Room, you play an Action, doing - it twice, and then play another Action and do it twice; you do not resolve an - Action four times. If you Throne Room a card that gives you +1 Action, such as - Market, you will end up with 2 Actions left afterwards, which is tricky, because - if you''d just played Market twice you''d only have 1 Action left afterwards. - Remember to count the number of Actions you have remaining out loud to keep from - getting confused! You cannot play any other Actions in between playing the Throne - Roomed Action twice.' - name: !!python/unicode 'Throne Room' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode '+4 Cards, +1 Buy, Each other player draws a card.' - extra: !!python/unicode ' The other players must draw a card whether they want to - or not. All players should shuffle as necessary.' - name: !!python/unicode 'Council Room' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Actions, +1 Buy, +2 Coins.' - extra: !!python/unicode ' If you are playing multiple Festivals, keep a careful - count of your Actions. Say how many you have left out loud; this trick works every - time (i.e. "I''m playing the Festival and now have two Actions remaining. I play - a Market and have two Actions remaining. I play another Festival and now have - three actions remaining...).' - name: !!python/unicode 'Festival' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards, +1 Action.' - extra: !!python/unicode ' Draw two cards. You may play another Action card during - your Action phase.' - name: !!python/unicode 'Laboratory' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode 'Draw until you have 7 cards in hand. You may set - aside any Action cards drawn this way, as you draw them; discard the set aside - cards after you finish drawing.' - extra: !!python/unicode ' If you have to shuffle in the middle, the set-aside cards - are not shuffled into the new Deck. They will be discarded when you have finished - drawing cards. If you run out of cards even after shuffling, you just get however - many there were. You are not obligated to set aside Actions - you just have the - option to do so. If you have 7 or more cards in hand after you play the Library, - you don''t draw any cards.' - name: !!python/unicode 'Library' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card, +1 Action, +1 Buy, +1 Coin.' - extra: !!python/unicode ' Draw a card. You may play another Action card during your - Actions phase. During your Buy phase, you may buy an additional card from the - supply, and add one coin to the total value of the Treasure cards played.' - name: !!python/unicode 'Market' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode 'Trash a Treasure card from your hand. Gain a Treasure - card costing up to 3 Coins more; put it into your hand.' - extra: !!python/unicode ' Generally, you can trash a Copper card and gain a Silver, - or trash a Silver card and gain a Gold. However, you could also trash a Treasure - to gain the same Treasure or a cheaper one. The gained card goes in your hand; - thus, you can spend it the same turn. If you don''t have a Treasure card in your - hand to trash, you can''t gain anything.' - name: !!python/unicode 'Mine' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards, Each other player gains a Curse card.' - extra: !!python/unicode ' If there aren''t enough Curses left to go around when - you play the Witch, you deal them out in turn order - starting with the player - after you. If you play Witch with no Curses remaining, you will still draw 2 cards. - A player gaining a Curse puts it face-up into his Discard pile.' - name: !!python/unicode 'Witch' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dominion' - cost: !!python/unicode '6' - description: !!python/unicode 'Reveal cards from your deck until you reveal 2 Treasure - cards. Put those Treasure cards in your hand and discard the other revealed cards.' - extra: !!python/unicode ' If you have to shuffle in the middle, shuffle. Don''t - shuffle in the revealed cards as these cards do not go to the Discard pile until - you have finished revealing cards. If you run out of cards after shuffling and - still only have one Treasure, you get just that one Treasure.' - name: !!python/unicode 'Adventurer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '2' - description: !!python/unicode '+3 Card, Put a card from your hand on top of your - deck.' - extra: !!python/unicode ' You draw cards and add them to your hand before putting - one back. The card you put on top of your deck can be any card in your new hand - and doesn''t have to be one of the 3 you just drew.' - name: !!python/unicode 'Courtyard' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '2' - description: !!python/unicode 'Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. - (The choices must be different.).' - extra: !!python/unicode ' First pick any 2 of the 4 options. You cannot pick the - same option twice. After picking both, do both, in either order. You may not choose - to draw a card, look at the card drawn, and then make your second choice.' - name: !!python/unicode 'Pawn' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '2' - description: !!python/unicode 'Discard any number of cards. +1 Coin per card discarded. - - When another player plays an Attack card, you may reveal this from your hand. - If you do, +2 cards, then put 2 cards from your hand on top of your deck.' - extra: !!python/unicode ' When you play this as an Action on your turn, you first - discard any number of cards from your hand, then get 1 coin per card you discarded. - You may choose to discard zero cards, but then you will get zero additional coins. - The other ability does nothing at that time as it is only used as a Reaction. - When someone else plays an Attack card, you may reveal Secret Chamber from your - hand. If you do, first you draw 2 cards, then you put at 2 cards from your hand - on top of your deck (in any order). The cards you put back do not have to be the - ones you drew. You can put Secret Chamber itself on top of your deck; it''s still - on your hand when you reveal it. Revealing Secret Chamber happens prior to resolving - what an Attack does to you. For example, if another player plays Thief, you can - reveal Secret Chamber, draw 2 cards, put 2 back, and then you resolve getting - hit by the Thief. You can reveal Secret Chamber whenever another player plays - an Attack card, even if that Attack would not affect you. Also, you can reveal - more than one Reaction card in response to an Attack. For example, after revealing - the Secret Chamber in response to an Attack and resolving the effect of the Secret - Chamber, you can still reveal a Moat to avoid the Attack completely.' - name: !!python/unicode 'Secret Chamber' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card, +1 Action, 1 ' - extra: !!python/unicode ' This is both an Action card and a Victory card. When you - play it, you draw a card and may play another Action. At the end of the game, - it''s worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply - for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.' - name: !!python/unicode 'Great Hall' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Card, Each player passes a card in their hand - to the player on their left. You may trash a card from your hand.' - extra: !!python/unicode ' First you draw 2 cards. Next, each player (all at the - same time) chooses a card from his hand and places it face down on the table between - him and the player to his left. The player to the left then puts that card into - his hand. Cards are passed simultaneously, so you may not look at the card you - are receiving until you have chosen a card to pass. Finally, you may trash a card - from your hand. Only the player who played Masquerade may trash a card. This is - not an Attack and cannot be responded to with Moat or Secret Chamber.' - name: !!python/unicode 'Masquerade' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Actions, Reveal your hand. If you have no Action - cards in hand, +2 Cards.' - extra: !!python/unicode ' You get 2 more Actions to use no matter what else happens. - Then you must reveal your hand. If you have no Action cards in hand, you draw - 2 cards. If the first card you draw is an Action card, you still draw the second - card. Action - Victory cards are Action cards.' - name: !!python/unicode 'Shanty Town' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode 'Choose one: +2 Cards; or +2 Coins; or trash 2 cards - from your hand.' - extra: !!python/unicode ' If you choose to trash 2 cards and have 2 or more cards - in your hand after playing the Steward, then you must trash exactly 2 cards. You - may choose to trash 2 cards, even if you only have 1 card left in your hand after - playing the Steward; just trash the remaining card in your hand. You cannot mix - and match - you either draw 2 cards, get 2 coins, or trash 2 cards.' - name: !!python/unicode 'Steward' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Coins, Each other player trashes the top card - of his deck and gains a card with the same cost that you choose.' - extra: !!python/unicode ' A player with no cards left in his Deck shuffles first; - a player who still has no cards does not trash a card or gain a card. If the order - matters (such as when piles are running low), resolve Swindler in turn order starting - with the player to your left. Gained cards go to discard piles. If a player trashed - a 0-cost card such as Copper, you may choose to give him Curse (if there are any - left). You can give a player another copy of the same card he trashed. The gained - cards have to be ones from the Supply, and you have to pick a card that''s left - if you can (you cannot pick an empty pile). If there are no cards in the Supply - with the same cost as a given player''s trashed card, no card is gained by that - player. A player who Moats this does not reveal a card from his deck, and so neither - trashes a card nor gains a card.' - name: !!python/unicode 'Swindler' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card, +1 Action, Name a card, then reveal the - top card of your deck. If it is the named card, put it in your hand.' - extra: !!python/unicode ' First you draw your card. Then name a card ("Copper," - for example - not "Treasure") and reveal the top card of your deck; if you named - the same card you revealed, put the revealed card in your hand. If you do not - name the right card, you put the revealed card back on top.' - name: !!python/unicode 'Wishing Well' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy, You may discard an Estate card. If you do, - +4 Coins. Otherwise, gain an Estate card.' - extra: !!python/unicode ' You are never obligated to discard an Estate, even if - you have one in your hand. However, if you do not discard an Estate, you must - gain an Estate (if there are any left); you cannot choose to just get +1 Buy from - this Card.' - name: !!python/unicode 'Baron' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy, +1 Coin. All cards (including cards in players'' - hands) cost 1 Coin less this turn, but not less than 0 Coins.' - extra: !!python/unicode ' Costs are 1 coin lower for all purposes. For example, - if you played Village, then Bridge, then Workshop, you could use Workshop to gain - a Duchy (because Duchy now costs 4 Coins due to the Bridge). Then if you played - 3 Coins, you could buy a Silver (for 2 Coins) and an Estate (for 1 coin). Cards - in players'' decks are also affected. The effect is cumulative; if you Throne - Room a Bridge, all cards will cost 2 Coins less this turn. Costs never go below - 0 Coins. For this reason, if you play Bridge and then play Upgrade, you could - trash a Copper (which still costs zero, even though you played Bridge) and gain - a Pawn (which costs 1 after Bridge is played).' - name: !!python/unicode 'Bridge' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins. If you''ve played 3 or more Actions this - turn (counting this): +1 Card, +1 Action.' - extra: !!python/unicode ' You evaluate whether or not Conspirator gives you +1 Card - and +1 Action when you play it. Action cards played later in the turn do not change - this evaluation. For the purposes of counting actions, if you Throne Room an Action, - that''s one Action of the Throne Room, one for the selected Action played the - first time, and one for the selected Action played the second time. For example, - if you play Throne Room on Conspirator, the first conspirator will be your second - Action, and won''t give you +1 Card or +1 Action, but the second Conspirator will - be your third Action, and you will get +1 Card and +1 Action for that second Conspirator. - Action - Victory cards are Actions.' - name: !!python/unicode 'Conspirator' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode 'Copper produces an extra 1 Coin this turn.' - extra: !!python/unicode ' This just changes how much money you get when playing - Copper. The effect is cumulative; if you use Throne Room on Coppersmith, each - Copper that you play that turn will produce 3 coins.' - name: !!python/unicode 'Coppersmith' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode 'Gain a card costing up to 4 Coins. If it is an... - Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.' - extra: !!python/unicode ' The card you gain must be from the Supply and is put into - your discard pile. You get a bonus depending on what type of card you gained. - A card with 2 types gives you both bonuses; if you use Ironworks to gain a Great - Hall, you will then draw a card (because Great Hall is a Victory card) and may - play another Action (because Great Hall is an Action card). Costs of cards are - affected by Bridge. [You cannot gain a card with Potion in the cost with Ironworks.]' - name: !!python/unicode 'Ironworks' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card, +2 Actions. You may trash this card immediately. - If you do, +2 Coins.' - extra: !!python/unicode ' You must decide whether or not to trash Mining Village - or not before moving on to other actions or other phases. You get a card and +2 - Actions, whether you choose to trash it or not. If you trash it you also get +2 - Coins. If you Throne Room a Mining Village, you cannot trash Mining Village twice. - You will get +1 Card, +2 Actions, and +2 Coins the first time you play it and - trash it and when you play it the second time with the Throne Room you get +1 - Card and +2 Actions but cannot trash it again.' - name: !!python/unicode 'Mining Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Action. Reveal the top 4 cards of your deck. Put - the revealed Victory cards into your hand. Put the other cards on top of your - deck in any order.' - extra: !!python/unicode ' If there are fewer than 4 cards left in your deck, reveal - all the cards in your deck, shuffle your discard pile (which does not include - currently revealed cards), and then reveal the remainder needed. Action - Victory - cards are Victory cards. Curse cards are not Victory cards. Take all revealed - Victory cards into your hand; you cannot choose to leave some on top. You do not - have to reveal the order that you put the cards back in.' - name: !!python/unicode 'Scout' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 1 per Duchy you have.' - extra: !!python/unicode ' This does nothing until the end of the game, at which - time it''s worth 1 VP per Duchy you have. This counts all of your cards - your - Discard pile and hand are part of your Deck at that point. During set-up, place - 12 Dukes in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply - for a 2-player game.' - name: !!python/unicode 'Duke' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Action, Choose one: +2 Coins; or discard your - hand, +4 Cards, and each other player with at least 5 cards in hand discards his - hand and draws 4 cards.' - extra: !!python/unicode ' You get +1 Action whichever option you choose. The options - are +2 coins, or everything after that - discarding, drawing 4 cards, and other - players discarding and drawing. A player who Moats this neither discards nor draws. - Other players are only affected by this if they have 5 or more cards in hand. - Other players can use Secret Chamber when you play Minion even if they do not - have 5 or more cards in hand. [You make your choice on how to use Minion after - other players are done revealing Reactions.]' - name: !!python/unicode 'Minion' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode 'Each other player reveals cards from the top of his - deck until revealing one costing 3 Coins or more. He trashes that card and may - gain a card costing at most 2 Coins less than it. He discards the other revealed - cards.' - extra: !!python/unicode ' Each other player turns over the top cards of his deck - until he reveals one costing 3 coins or more. If a player needs to shuffle to - continue revealing cards, he does not shuffle in the already revealed cards. If - he goes through all of his cards without finding a card costing 3 coins or more, - he just discards everything revealed and is done. If he does find a card costing - 3 coins or more, he trashes it, and then may choose to gain a card costing at - most 2 coins less than the trashed card. For example, if he trashed a card costing - 5 coins, he may gain a card costing up to 3 coins. The gained card must be from - the Supply and is put into his discard pile, as are his revealed cards. Costs - of cards are affected by Bridge.' - name: !!python/unicode 'Saboteur' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode '+3 Card, Each other player chooses one: he discards - 2 cards; or he gains a Curse card, putting it in his hand.' - extra: !!python/unicode ' Each other player chooses which option to suffer and then - suffers it. A player can choose to gain a Curse even when there are no Curses - left, in which case he doesn''t gain one; and a player can choose to discard 2 - cards even if he has no cards in hand or one card in hand (if he has one card, - he discards that single card). Gained Curses go to the players'' hands rather - than their discard piles. If there aren''t enough Curses left for everybody, deal - them around in turn order starting with the player to your left. When the order - matters (such as with very few Curses left), each player makes his decision of - which fate to suffer in turn order.' - name: !!python/unicode 'Torturer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode 'Trash 2 cards from your hand. If you do, gain a silver - card; put it into your hand.' - extra: !!python/unicode ' If you have 2 or more cards, you must trash exactly 2 - cards and gain a Silver card. The gained Silver card goes into your hand and can - be spent the same turn. If the Silver pile is empty, you do not gain a Silver - card (but still trash cards if possible). If you only have one card left in your - hand and you play Trading Post, you trash the one remaining card but you do not - gain a Silver. If you have no cards left when you play this, nothing happens.' - name: !!python/unicode 'Trading Post' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode 'The player to your left reveals then discards the - top 2 cards of his deck. For each differently named card revealed, if it is an... - Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.' - extra: !!python/unicode ' If the player after you has fewer than 2 cards left in - his deck, he reveals all the cards in his deck, shuffles his discard pile (which - does not include currently revealed cards), and then reveals the remainder needed. - The player then discards the revealed cards. If the player after you does not - have enough cards to reveal 2, he reveals what he can. You get bonuses for the - types of cards revealed, counting only the different cards. A card with 2 types - gives you both bonuses. So if the player to your left reveals Copper and Harem, - you get +4 Coins and +2 cards; if he reveals 2 Silvers, you just get +2 coins. - Curse produces no bonus.' - name: !!python/unicode 'Tribute' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card, +1 Action, Trash a card from your hand. - Gain a card costing exactly 1 Coin more than it.' - extra: !!python/unicode ' Draw a card first. Then, you must trash a card from your - hand and gain a card costing exactly 1 coin more than the trashed card. The gained - card has to be a card in the Supply, and it goes into your discard pile. If there - are no cards available for that cost, you do not get one (you still trashed a - card though). If you do not have a card in your hand to trash, you neither trash - nor gain a card. Card costs are affected by Bridge. Since Bridge affects the costs - of the card you trash and then card you gain, in most cases the Bridge will have - no net effect. But since cards cannot go below zero in cost, a Bridge played before - an Upgrade would allow you to trash a Copper and gain an Estate.' - name: !!python/unicode 'Upgrade' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '6' - description: !!python/unicode 'Worth 2 Coins, 2 ' - extra: !!python/unicode ' This is both a Treasure card and a Victory card. You can - play it for 2 coins, just like a Silver card. At the end of the game, it''s worth - 2 VP. During set-up, place 12 Harems in the Supply for a 3- or 4- [or 5- or 6-] - player game and 8 in the Supply for a 2-player game.' - name: !!python/unicode 'Harem' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure', !!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'intrigue' - cost: !!python/unicode '6' - description: !!python/unicode '2 - - Choose one: +3 Cards, or +2 Actions.' - extra: !!python/unicode ' This is both an Action card and a Victory card. When you - play it, you choose either to draw 3 cards or to get 2 more Actions to use; you - cannot mix and match. At the end of the game, this is worth 2 VP. During set-up, - place 12 Nobles in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in - the Supply for a 2-player game.' - name: !!python/unicode 'Nobles' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Coins, Trash this card. Put an Embargo token on - top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo - token on that pile.' - extra: !!python/unicode ' You can pick any pile in the supply. If multiple Embargo - cards are used to put Embargo tokens on the same pile, a player gains a Curse - card for every Embargo token when they buy a card from that pile. You do not gain - a Curse card if you gain a card from an Embargoed pile without buying it (for - example, if you gain a card with Smugglers). If you Throne Room an Embargo, you - place two Embargo tokens and they do not have to go on the same Supply pile. If - you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles. - If there are no Curses left, Embargo tokens do nothing.' - name: !!python/unicode 'Embargo' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card, +1 Action, Set aside a card from your hand - face down. At the start of your next turn, put it into your hand.' - extra: !!python/unicode ' First draw a card; then choose a card from your hand and - set it aside, face down. Put the set aside card on the Haven, to remind you what - it''s for. Other players don''t get to see what you put down. You have to set - aside a card; it''s not optional. Haven and the card stay there until the start - of your next turn, at which point you put the set aside card into your hand. Haven - itself is discarded during the Clean-up phase of that subsequent turn.' - name: !!python/unicode 'Haven' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Action, Now and at the start of your next turn: - +1 Coin. - While this is in play, when another player plays an Attack card, it - doesn''t affect you.' - extra: !!python/unicode ' You get an action and a coin this turn, but only a coin - next turn. Attack cards played by other players don''t affect you, even if you - want them to. You could reveal Secret Chamber in order to draw 2 cards and put - 2 cards from your hand back on top of your deck when an Attack card is played, - and you will still not suffer from the Attack card. You do still gain the benefits - (like +Cards) of Attack cards you play on your turn. Lighthouse is discarded during - the Cleanup phase of your next turn.' - name: !!python/unicode 'Lighthouse' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Actions, Choose one: Set aside the top card of - your deck face down on your Native Village mat; or put all the cards from your - mat into your hand. You may look at the cards on your mat at any time; return - them to your deck at the end of the game.' - extra: !!python/unicode ' When you first gain one of these, take a Native Village - player mat to put cards from this on. When you play Native Village, either take - all of the set aside cards from your Native Village player mat and put them into - your hand, or set aside the top card of your deck face down (shuffling first if - needed) on the Native Village player mat. You may choose either option even if - you have no cards on your mat or no cards in your deck. You may look at the cards - on your Native Village player mat at any time. At the end of the game, any cards - still on your mat return to your deck for scoring. Native Village itself does - not get set aside; it goes to your discard pile during the Clean-up phase.' - name: !!python/unicode 'Native Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card, +1 Action, Look at the bottom card of your - deck. You may put it on top.' - extra: !!python/unicode ' Draw a card before you look at the bottom card of your - deck. If placing the card on top of your deck, be sure not to look at the next - card on the bottom of your deck while moving the card. If you have no cards left - when it''s time to look at the bottom, you shuffle first.' - name: !!python/unicode 'Pearl Diver' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '3' - description: !!python/unicode 'Reveal a card from your hand. Return up to 2 copies - of it from your hand to the Supply. Then each other player gains a copy of it.' - extra: !!python/unicode ' First you choose and reveal a card from your hand. You - may place up to 2 copies of that card from your hand back in the Supply. You may - choose not to put any of them back in the Supply. Then the other players each - gain a copy of it from the Supply. If the pile for the chosen card runs out, some - players may not get one; cards are given out in turn order starting with the next - player. If you have no other cards in hand when you play this, it does nothing.' - name: !!python/unicode 'Ambassador' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Actions, +1 Coin, At the start of your next turn: - +1 Action, +1 Coin.' - extra: !!python/unicode ' You get a coin to spend and 2 more Actions to use this - turn. At the start of your next turn you get a coin and only one more Action. - This means you will be able to play 2 Actions total on your next turn (counting - your normal Action). Leave this in front of you until the Clean-up phase of your - next turn.' - name: !!python/unicode 'Fishing Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Action, Look at the top 3 cards of your deck. - Trash one of them. Discard one of them. Put the other one on top of your deck.' - extra: !!python/unicode ' If you do not have 3 cards to look at from the top of - your deck, look at as many as you can and then shuffle your discard pile to look - at the remaining cards. You should look at all 3 cards before deciding which to - trash, which card to discard, and which card to put back on top of your deck. - If the 3 cards you look at are the last 3 cards in your deck, the card you put - back on top of your deck will be the only card left in your deck. If you have - less than 3 cards to look at, even after shuffling, then you must follow the instructions - on the card in order. If you only have one card to look at, you must trash it. - If you have 2 cards to look at, you must trash one and discard one.' - name: !!python/unicode 'Lookout' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '3' - description: !!python/unicode 'Gain a copy of a card costing up to 6 Coins that - the player to your right gained on his last turn.' - extra: !!python/unicode ' This looks at the most recent turn of the player to your - right, even if you''ve taken multiple turns in a row. If that player gained no - cards, or nothing costing 6 or less, then Smugglers does nothing. If that player - gained multiple cards costing 6 or less, you choose which one to gain a copy of. - Gained cards must come from the supply. They can be any card gained, whether bought - or otherwise gained; you can even gain a card that the previous player gained - with Smugglers. If the previous player gained a card via Black Market, you will - not be able to gain a copy of it (no copies of it in the supply.) This is not - an Attack; Lighthouse and Moat can''t stop it. You cannot gain cards with Potion - in the cost with Smugglers.' - name: !!python/unicode 'Smugglers' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '3' - description: !!python/unicode '+3 Card, +1 Action, Discard 3 cards.' - extra: !!python/unicode ' If you do not have 3 cards to draw in your deck, draw - as many as you can, shuffle your discard pile, and draw the remaining cards. If - you are still not able to draw 3 cards, draw as many as you can. You will still - need to discard 3 cards if you can, even if you couldn''t draw 3. You may discard - any combination of cards that you just drew with the Warehouse or cards that were - previously in your hand.' - name: !!python/unicode 'Warehouse' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card, +1 Action - - At the start of your next turn, +1 Card.' - extra: !!python/unicode ' Draw a card at the start of your next turn (not before); - Caravan itself is discarded during the Cleanup phase of that subsequent turn.' - name: !!python/unicode 'Caravan' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins, Each other player discards a Copper card - (or reveals a hand with no Copper).' - extra: !!python/unicode ' Other players must discard one and only one Copper. If - they do not have a Copper, they must reveal their hand for all players to see.' - name: !!python/unicode 'Cutpurse' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode 'Set aside this and another card from your hand. Return - them to your deck at the end of the game. 2 VP' - extra: !!python/unicode ' When you first take this card, take an Island player mat. - Island is both an Action card and a Victory card. Use 8 Islands in a 2 player - game, 12 Islands in a 3+ player game. Island and the card set aside with it are - set aside face up on the Island player mat provided. They should not be shuffled - back into your deck when you shuffle your discard pile. They are returned to your - deck at the end of the game in order to calculate total victory points. Island - is worth 2 VP. If you have no other cards in hand when you play Island, just set - Island aside by itself. If you Throne Room an Island, set aside the Island and - a card from your hand, then set aside another card from your hand. You may look - through the cards on your Island playing mat and other players may ask to see - them as well.' - name: !!python/unicode 'Island' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins, Look at the top 5 cards of your deck. Either - discard all of them, or put them back on top of your deck in any order.' - extra: !!python/unicode ' You discard all 5 cards or none of them. If you don''t - discard them, put them back in any order. If there aren''t 5 cards left in your - deck, look at as many as you can, then shuffle your discard pile (not including - the cards you are currently looking at), and look at the rest. If there still - aren''t 5, you just look at however many are left, and put them back or discard - them.' - name: !!python/unicode 'Navigator' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode 'Choose one: Each other player reveals the top 2 cards - of his deck, trashes a revealed Treasure that you choose, discards the rest, and - if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token - you''ve taken with Pirate Ships this game.' - extra: !!python/unicode ' When you first take this card, take a Pirate Ship player - mat. If you use the Pirate Ship to trash treasures, a player with just one card - left reveals that last card and then shuffles to get the other card to reveal - (without including the revealed card); a player with no cards left shuffles to - get both of them. A player who still doesn''t have two cards to reveal after shuffling - just reveals what he can. Each player trashes one Treasure card at most, of the - attacker''s choice from the two revealed cards. As long as you trashed at least - one Treasure card in this way, place a Coin token on your Pirate Ship player mat. - You can''t get more than one Coin token each time you play Pirate Ship, no matter - how many treasures it trashes. If you choose not to try to trash treasures from - the other players, the Pirate Ship is worth one coin for each Coin token on your - Pirate Ship player mat. The Coin tokens are cumulative, so after you have used - your Pirate Ships to trash coins 3 times (and you trash at least one Treasure - card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship - is an Action- Attack and players can reveal Secret Chamber even if you choose - to use Pirate Ship for the coin value. [You make your choice on how to use Pirate - Ship after other players are done revealing Reactions.]' - name: !!python/unicode 'Pirate Ship' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy, Trash a card from your hand. +Coins equal - to its cost.' - extra: !!python/unicode ' If you have at least one card in your hand, then you must - trash one. If you don''t have a card in hand left to trash, you get no coins, - but still get the +1 Buy.' - name: !!python/unicode 'Salvager' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode 'Each other player discards the top card of his deck, - then gains a Curse card, putting it on top of his deck.' - extra: !!python/unicode ' A player with no cards left in his deck shuffles first - in order to get a card to discard. If he still has no cards, he doesn''t discard - one. A player discarding his last card to this has the gained Curse become the - only card in his deck. If there aren''t enough Curses left to go around, deal - them out in turn order, starting with the player to the left of the player who - played Sea Hag.' - name: !!python/unicode 'Sea Hag' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '4' - description: !!python/unicode 'Trash this and another copy of Treasure Map from - your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them - on top of your deck.' - extra: !!python/unicode ' You can play this without another Treasure Map in your - hand; if you do, you trash this and gain nothing. You have to actually trash two - copies of Treasure Map to gain the Golds; so for example if you Throne Room a - Treasure Map, with two more Treasure Maps in hand, then the first time Treasure - Map resolves you trash it and another one and gain 4 Golds, and the second time - it resolves you trash your other Treasure Map but gain nothing (since you didn''t - actually trash the played Treasure Map that time). If there aren''t enough Gold - cards left, just gain what you can. The gained Golds go on top of your Deck. If - your deck was empty they become the only cards in it.' - name: !!python/unicode 'Treasure Map' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card, +2 Actions, +1 Coin.' - extra: !!python/unicode ' You draw a card, get 2 more Actions to use, and get 1 - more coin to spend this turn.' - name: !!python/unicode 'Bazaar' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode 'You may reveal a Province card from your hand. If - you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver - card, putting it into your hand.' - extra: !!python/unicode ' You don''t have to reveal a Province if you have one. - If you do reveal one you gain a Gold, otherwise you gain a Silver. The gained - card comes from the supply and is put into your hard; it can be spent the same - turn.' - name: !!python/unicode 'Explorer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Card, Each other player with 4 or more cards in - hand puts cards from his hand on top of his deck until he has 3 cards in his hand.' - extra: !!python/unicode ' The other players choose which cards they put on their - decks and in what order. This has no effect on another player who already has - only 3 cards in hand. A player with no cards left in their deck does not shuffle; - the cards put back become the only cards in their deck.' - name: !!python/unicode 'Ghost Ship' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode 'Now and at the start of your next turn: +2 Coins.' - extra: !!python/unicode ' You get 2 coins to spend this turn, and 2 more on your - next turn. Leave this in front of you until the Clean-up phase of your next turn.' - name: !!python/unicode 'Merchant Ship' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode 'You only draw 3 cards (instead of 5) in this turn''s - Clean-up phase. Take an extra turn after this one. This can''t cause you to take - more than two consecutive turns.' - extra: !!python/unicode ' The extra turn is completely normal except that your starting - hand for it is only 3 cards. This means that you only drew 3 cards instead of - 5 cards during the Clean-up phase of the turn when you played Outpost. Leave Outpost - in front of you until the end of the extra turn. If you play Outpost as well as - a "Now and at the start of your next turn" card, such as Merchant Ship, the turn - from Outpost will be that next turn, so you''ll get those coins then. If you manage - to play Outpost twice in one turn, you will still only get one extra turn. If - you play Outpost during an extra turn, it won''t give you another turn.' - name: !!python/unicode 'Outpost' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode 'Discard your hand. If you discarded any cards this - way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.' - extra: !!python/unicode ' You wait until the start of your next turn to draw the - 5 extra cards; you don''t draw them at the end of the turn you played Tactician. - Tactician stays out in front of you until the Clean-up phase of your next turn. - Because you must discard at least one card in order to gain the bonuses from tactician, - it is not possible to Throne Room a Tactician to get +10 cards, +2 Buys, and +2 - Actions. You will have to discard all of your cards with the first Tactician and - you will not have cards left in your hand to trigger the card drawing or the extra - Buy or the extra Action when you play Tactician for the second time.' - name: !!python/unicode 'Tactician' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card, +1 Action, +1 Coin, When you discard this - from play, if you didn''t buy a Victory card this turn, you may put this on top - of your deck.' - extra: !!python/unicode ' If you buy multiple cards and at least one of them is - a Victory card, then none of your Treasuries can be put on top of your deck. If - you played multiple Treasuries and did not buy a Victory card this turn, then - you can put any or all of the played Treasuries on top of your deck. If you forget - and discard a Treasury to your discard pile, then essentially you have chosen - not to use the optional ability. You may not dig through your discard pile to - retrieve it later. Gaining a Victory card without buying it, such as with Smugglers, - does not stop you from putting Treasury on top of your deck.' - name: !!python/unicode 'Treasury' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'seaside' - cost: !!python/unicode '5' - description: !!python/unicode 'Now and at the start of your next turn: +2 Cards, - +1 Buy.' - extra: !!python/unicode ' You draw 2 cards and get an extra Buy this turn, and then - draw 2 more cards and get another extra Buy at the start of your next turn. You - don''t draw your extra 2 cards for the next turn until that turn actually starts. - Leave this in front of you until the Clean-up phase of your next turn.' - name: !!python/unicode 'Wharf' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '0' - description: !!python/unicode 'Trash a card from your hand. If it is an... - - Action card, gain a Duchy - - Treasure card, gain a Transmute - - Victory card, gain a Gold' - extra: !!python/unicode ' If you have no cards left in hand to trash, you do not - get anything. If you trash a Curse to this, you do not get anything - Curse is - not an Action card or Victory card or Treasure card. If you trash a card with - more than one type, you get each applicable thing. For example, if you trash an - Action-Victory card (such as Nobles, from Intrigue), you gain both a Duchy and - a Gold. Gained cards come from the Supply and go to your discard pile. If there - are no appropriate cards left to gain, you don''t gain those cards.' - name: !!python/unicode 'Transmute' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '0' - description: !!python/unicode 'Worth 1 for every 3 Action cards in your deck - (rounded down).' - extra: !!python/unicode ' This Kingdom card is a Victory card, not an Action card. - It does nothing until the end of the game, when it is worth 1 victory point per - 3 Action cards in your Deck (counting all of your cards - your Discard pile and - hand are part of your Deck at that point). Round down; if you have 11 Action cards, - Vineyard is worth 3 victory points. During set-up, put all 12 Vineyards in the - Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player - game. Cards with multiple types, one of which is Action, are Actions and so are - counted by Vineyard.' - name: !!python/unicode 'Vineyard' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card - - +1 Action - - Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into - your hand. Put the other cards back on top in any order.' - extra: !!python/unicode ' You draw a card first. Then reveal the top four cards, - put the Coppers and Potions into your hand, and put the rest back on top of your - deck. If there aren''t four cards left in your deck, reveal what you can and shuffle - to get the rest. If there still aren''t enough cards, just reveal what there is. - Any cards that are not Copper and are not Potion go back on top of your deck in - an order your choose. You cannot choose not to take all of the Coppers and Potions. - If after revealing four cards there are no cards left in your deck, the cards - you put back will become the only cards in your deck.' - name: !!python/unicode 'Apothecary' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Buy - - +1 Coin - - When you discard this from play, you may put one of your Treasures from play on - top of your deck.' - extra: !!python/unicode ' You get an extra coin to spend this turn, and may buy - an additional card in your Buy phase. When you discard this from play (usually - during Clean-up), you may choose a Treasure card you have in play, and put that - card on your deck. If you have no cards in your deck, that Treasure will become - the only card in your deck. You choose what order to discard cards during Clean-up; - so, for example, if you have Herbalist, Potion, and Alchemist in play, you could - choose to discard Alchemist first, putting it on top of your deck, then discard - Herbalist, and put Potion on top of your deck. If you have multiple Herbalists - in play, each one will let you put another Treasure from play onto your deck.' - name: !!python/unicode 'Herbalist' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Action - - Each player (including you) reveals the top card of his deck and either discards - it or puts it back, your choice. Then reveal cards from the top of your deck until - revealing one that isn''t an Action. - - Put all of your revealed cards into your hand.' - extra: !!python/unicode ' First you reveal the top card of each player''s deck, - and either have them discard it or have them put it back. After you finish making - those decisions, reveal cards from the top of your deck until you reveal a card - that isn''t an Action card. If you run out of cards without revealing an Action - card, shuffle your discard pile and keep going. If you have no discard pile left - either, stop there. Put all of the revealed Action cards into your hand, plus - that first non-Action you revealed. If the very first card you revealed was not - an Action, that card goes into your hand. Cards with multiple types, one of which - is Action, are Actions. The only cards that go into your hand are the ones revealed - as part of the revealing cards until finding a non-Action; you do not get discarded - cards from the first part of what Scrying Pool did, or cards from other players'' - decks.' - name: !!python/unicode 'Scrying Pool' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Actions - - You may gain an Action card costing up to 5 Coins.' - extra: !!python/unicode ' Gaining an Action card is optional. If you choose to gain - one, it comes from the Supply, must cost no more than 5 coins, and goes to your - discard pile. Cards with multiple types, one of which is Action, are Actions and - can be gained this way. Cards with Potion in their cost can''t be gained by this.' - name: !!python/unicode 'University' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Cards - - +1 Action - - When you discard this from play, you may put this on top of your deck if you have - a Potion in play.' - extra: !!python/unicode ' When you play this, you draw two cards and may play an - additional Action card this turn. In the Clean-up Phase, when you discard this, - if you have at least one Potion card in play, you may put Alchemist on top of - your deck. This is optional and happens before drawing your new hand. If you have - no cards in your deck when you do this, Alchemist becomes the only card in your - deck. If you have multiple Alchemists and a Potion, you can put any or all of - the Alchemists on top of your deck. You don''t have to have used the Potion to - buy anything, you only need to have played it.' - name: !!python/unicode 'Alchemist' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - Each other player gains a curse.' - extra: !!python/unicode ' If there aren''t enough Curses left to go around when - you play Familiar, you deal them out in turn order, starting with the player to - your left. If you play Familiar with no Curses remaining, you will still get +1 - Card and +1 Action. A player gaining a Curse puts it face-up into his Discard - pile.' - name: !!python/unicode 'Familiar' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '3' - description: !!python/unicode 'When you play this, count your deck and discard pile. - - Worth 1 Coin per 5 cards total between them (rounded down).' - extra: !!python/unicode ' This is a Treasure card. It is a Kingdom card; it will - only be in games where it is randomly dealt out as one of the 10 Kingdom cards, - or otherwise selected to be one of them. It is played during your Buy phase, like - other Treasure cards. When you play it, count the number of cards in your deck - and discard pile combined, divide by 5, and round down. That is how many coins - this produces for you. Once played, the amount of coins you get does not change - even if the number of cards changes later in the turn. The next time you play - it, count again. If you play multiple copies, obviously the number will be the - same for all of them. It does not matter what order your discard pile is in, but - the order your deck is in matters. Do not change that order while counting! You - will get to look through your discard pile as you count it. You only get to count - your deck and discard pile, not your hand or cards in play or set aside cards. - You cannot play more Treasures after buying something in your buy phrase; so for - example you cannot buy a card, then play Philosopher''s Stone, then buy another - card.' - name: !!python/unicode 'Philosopher''s Stone' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '4' - description: !!python/unicode 'Reveal cards from your deck until you reveal 2 Action - cards other than Golem Cards. - - Discard the other cards, then play the Action cards in either order.' - extra: !!python/unicode ' Reveal cards from the top of your deck, one at a time, - until you have revealed two Action cards that are not Golem. If you run out of - cards before revealing two non-Golem Actions, shuffle your discard pile (but not - the revealed cards) and continue. If you run out and have no discard pile left - either, you just get the Actions you found. Discard all of the revealed cards - except for the non-Golem Actions you found. If you did not find any, you''re done. - If you found one, play it. If you found two, play them both, in either order. - You cannot choose not to play one of them. These Action cards are not in your - hand and so are unaffected by things that look for cards in your hand. For example, - if one of them is Throne Room (from Dominion), you cannot use it on the other - one.' - name: !!python/unicode 'Golem' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Action - - Trash a card from your hand. - - +1 Card per Coin it costs. - - +2 Cards if it has Potion in its cost.' - extra: !!python/unicode ' If you do not have any cards left in hand to trash, you - do not draw any cards. If you trash a card costing 0 coins, such as Curse or Copper, - you do not draw any cards. Otherwise you draw a card per Coin the card you trashed - cost, and another two cards if it had Potion in its cost. For example, if you - trash a Golem, which costs 4 Coins and 1 Potion, you draw 6 cards.' - name: !!python/unicode 'Apprentice' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '6' - description: !!python/unicode 'The player to your left takes an extra turn after - this one, in which you can see all cards he can and make all decisions for him. - Any cards he would gain on that turn, you gain instead; any cards of his that - are trashed are set aside and returned to his discard pile at end of turn.' - extra: !!python/unicode ' You are not taking a turn with the deck of the player - to your left; that player is taking a turn, with you making the decisions and - gaining the cards. This is a crucial difference to keep in mind when considering - card interactions - the "you" in all cards still refers to the player being Possessed, - not the player doing the Possessing. Possession has several pieces to it: -You - can see the Possessed player''s cards for the entire turn, which means you will - see his next hand during Clean-up. You will also see any cards he is entitled - to see due to card rules; for example, you can look at cards he has set aside - with Native Village (from Seaside). You can count any cards he can count. -Any - cards the Possessed player would have gained in any way, you gain instead; this - includes cards bought, as well as cards gained due to Actions. The cards you gain - this way go to your discard pile, even if they would have gone to that player''s - hand or the top of his deck or somewhere else. You only gain cards he would have; - you do not gain tokens he would have (for example from the Seaside card Pirate - Ship). [Continued on blank tab]' - name: !!python/unicode 'Possession' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'alchemy' - cost: !!python/unicode '6' - description: !!python/unicode '-During the Possessed turn, whenever one of that - player''s cards is trashed, set it aside, and that player puts it into his discard - pile at the end of the turn, after Clean-up. This counts as the card being trashed, - so, for example, you could trash a Mining Village (from Intrigue) and get the - 2 coins. Getting those cards back at end of turn does not count as those cards - being gained (so for example, you won''t get them). Other players'' cards that - are trashed during that turn are not returned. - - -If you make another player play an Attack via Possession, that Attack will hit - you like it would normally. If you want to use a Reaction in response to that - Attack (such as Secret Chamber from Intrigue), you would be the one revealing - the Reaction, not the player being Possessed. - - -Possession is cumulative; if you play it twice in one turn, there will be two - extra turns after this one. - - -Cards passed with Masquerade (from Intrigue) are not being gained or trashed, - and so are passed normally. Cards returned to the Supply with Ambassador (from - Seaside) are also not being trashed, and so return to the Supply normally.' - extra: !!python/unicode ' -Possession causes an extra turn to be played, like the - card Outpost does (from Seaside). The extra turn happens only after this turn - is completely over - you will have discarded everything and drawn your next hand. - Outpost only prevents itself from giving a player two consecutive turns, it does - not prevent other cards or the rules from doing so. So, for example, if you play - Possession in a two player game, then after the Possession turn, that player still - gets his normal turn. If he played Outpost during that turn though, it would not - give him an extra turn. If you play both Outpost and Possession in the same turn, - the Outpost turn happens first. If you make someone play Outpost during a turn - in which you Possessed them, that player will get the extra turn and make decisions - during it and so forth, not you; if you make someone play Possession during a - turn in which you Possessed them, that will make that player Possess the player - to his left, rather than you getting to Possess anyone further. Possession turns - (and other extra turns) do not count for the tiebreaker. Once the game ends, no - further turns are played, including extra turns from Possession and Outpost. -Unlike - Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase - of the turn you played it. ' - name: !!python/unicode 'Possession 2/2' - potcost: 1 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '3' - description: !!python/unicode 'Worth 1 Coin. - - When you play this, reveal cards from your deck until you reveal a Treasure. Discard - it or trash it. Discard the other cards.' - extra: !!python/unicode ' This is a Treasure worth 1 coin, like Copper. When you - play it, you reveal cards from the top of your deck until revealing a Treasure - card, and then you decide whether to trash that card or discard it. Then you discard - all of the other revealed cards. If you run out of cards before revealing a Treasure, - shuffle your discard pile (but not the revealed cards) to get more; if you still - do not find a Treasure, just discard all of the revealed cards. Remember that - you can play Treasures in any order in the Buy phase and can choose not to play - some of your Treasures if you want.' - name: !!python/unicode 'Loan' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Buy - - +1 Coin per token on the Trade Route mat. - - Trash a card from your hand. - - ______________________ - - Setup: Put a token on each Victory card Supply pile. When a card is gained from - that pile, move the token to the Trade Route mat.' - extra: !!python/unicode ' You get an additional Buy to use in your Buy phase. You - get +1 coin per token on the Trade Route mat. Then you trash a card from your - hand. If you have no cards left in hand, you do not trash one. The amount you - get from Trade Route is the same as +1 coin per Victory card pile that a card - has been gained from this game. If Victory cards have been gained from outside - the Supply piles, for example using the promotional card Black Market, then this - does not count those. Put a coin token on each Victory card pile at the start - of the game. When a card is gained from a Victory card pile, move its token onto - the Trade Route mat. So for example if this game includes the Intrigue card Harem, - and so far Harem and Duchy have been bought, but no one has bought (or otherwise - gained) Estate or Province or Colony, then Trade Route makes 2 coins. It does - not matter who gained the cards or how they gained them. You do not get any extra - money if a pile has had multiple cards gained from it or is empty; all that matters - is if at least one card has been gained from it. It does not matter if cards have - been returned to a pile, such as with Ambassador from Seaside; Trade Route only - cares if a card was ever gained from the pile this game. If you are using Black - Market and Trade Route is in the Black Market deck, put tokens on Victory card - piles at the start of the game.' - name: !!python/unicode 'Trade Route' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '3' - description: !!python/unicode 'Draw until you have 6 cards in hand. - - ______________________ - - When you gain a card, you may reveal this from your hand. If you do, either trash - that card, or put it on top of your deck.' - extra: !!python/unicode ' When you play this, you draw cards one at a time until - you have 6 cards in hand. If you have 6 or more cards in hand already, you do - not draw any cards. When you gain a card, even on someone else''s turn, you may - reveal Watchtower from your hand, to either trash the gained card or put it on - top of your deck. You may reveal Watchtower each time you gain a card; for example - if another player plays Mountebank, you may use Watchtower to trash both the Curse - and Copper, or to trash the Curse and put the Copper on top of your deck, or just - to trash the Curse, and so on. You still did gain whatever card you gained; you - just immediately trash it. So if Mountebank gives you a Curse and you trash it, - the Curse pile will go down by one as the Curse gets moved to the trash pile. - You may reveal Watchtower on your own turn as well, for example when buying a - card, or gaining a card via something like Expand. If you use Watchtower to put - a card on your deck but have no cards left in your deck, you do not shuffle; the - gained card becomes the only card in your deck. Revealing Watchtower does not - take it out of your hand; you could reveal Watchtower on multiple opponents'' - turns and still have it on your turn to draw up to 6 with. When cards are gained - during a Possession turn (from Alchemy), the player who played Possession is the - one who can use Watchtower, not the player who is being possessed. If a gained - card is going somewhere other than to your discard pile, such as a card gained - with Mine (from Dominion), you can still use Watchtower to trash it or put it - on your deck.' - name: !!python/unicode 'Watchtower' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Coin - - +1 - - Trash a card from your hand. + equal to half its cost in coins, rounded down. - - Each other player may trash a card from his hand.' - extra: !!python/unicode ' [When a player takes VP tokens, he takes a player mat - to put them on. VP tokens are not private and anyone can count them. VP tokens - come in 1 VP and 5 VP denominations and players can make change as needed. Tokens - are unlimited and if they run out, use something else to track any further tokens. - At the end of the game, players add the total value of their VP tokens to their - score.] Trashing a card is optional for the other players but mandatory for you. - You trash a card, then each other player may trash a card, in turn order. Only - the player who played Bishop can get VP tokens from it. Potion in costs is ignored, - for example if you trash Golem (from Alchemy) which costs 4 coins 1 potion, you - get 3 VP tokens total (counting the 1 VP you always get from Bishop). If you have - no cards left in your hand to trash, you still get the 1 coin and 1 VP token.' - name: !!python/unicode 'Bishop' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins; +1 ' - extra: !!python/unicode ' [When a player takes VP tokens, he takes a player mat - to put them on. VP tokens are not private and anyone can count them. VP tokens - come in 1 VP and 5 VP denominations and players can make change as needed. Tokens - are unlimited and if they run out, use something else to track any further tokens. - At the end of the game, players add the total value of their VP tokens to their - score.]' - name: !!python/unicode 'Monument' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '4' - description: !!python/unicode 'Worth 1 Coin. - - ______________________ - - While this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.' - extra: !!python/unicode ' This is a Treasure worth 1 coin, like Copper. While it - is in play, Action cards cost 2 coins less, to a minimum of 0 coins. It is cumulative; - if you play two Quarries during your Buy phase, then King''s Court will only cost - 3 coins, rather than the usual 7 coins. It affects the costs of cards that are - Actions plus another type, such as Nobles (an Action - Victory card in Intrigue). - It is also cumulative with other effects that modify costs; if you play Worker''s - Village in your Action phase, then two Quarries in your Buy phase, Peddler will - cost 2 coins. It affects the costs of cards everywhere, such as cards in players'' - hands.' - name: !!python/unicode 'Quarry' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '4' - description: !!python/unicode 'Worth 1 Coin. - - ______________________ - - While this is in play, when you buy a card costing 4 Coins or less that is not - a Victory card, gain a copy of it.' - extra: !!python/unicode ' This is a Treasure worth 1 coin, like Copper. Each time - you buy a non-Victory card costing 4 coins or less with this in play, you gain - another copy of the bought card. If there are no copies left, you do not gain - one. The gained card comes from the Supply and goes into your discard pile. If - you have multiple Talismans, you gain an additional copy for each one; if you - buy multiple cards for 4 coins or less, Talisman applies to each one. For example - if you have two Talismans, four Coppers, and two Buys, you could Buy Silver and - Trade Route, gaining two more Silvers and two more Trade Routes. Talisman only - affects buying cards; it does not work on cards gained other ways, such as with - Expand. A card if a Victory card if Victory is any of its types; for example Great - Hall from Intrigue is an Action - Victory card, so it is a Victory card. Talisman - only cares about the cost of the card when you buy it, not its normal cost; so - for example it can get you a Peddler if you have played two Actions this turn, - thus lowering Peddler''s cost to 4 coins, or can get you a Grand Market if you - played Quarry. [You may not choose to not gain the additional card from Talisman; - you must gain an additional one for each Talisman in play if possible.]' - name: !!python/unicode 'Talisman' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +2 Actions - - +1 Buy' - extra: !!python/unicode ' You draw a card, can play two more Actions this turn, - and can buy one more card in your Buy phase this turn.' - name: !!python/unicode 'Worker''s Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +2 Actions - - If there are one or more empty Supply piles, +1 Card. If there are two or more, - +1 Coin and +1 Buy.' - extra: !!python/unicode ' You draw a card and can play two more Actions no matter - what. If there is just one empty pile in the Supply, you also draw another card. - If there are two or more empty piles, you both draw another card, and get 1 coin - to spend and an extra Buy to use in the Buy phase. There are no further bonuses - if three or more piles are empty. This only checks how many piles are empty when - you play it; if piles become empty later in the turn, you do not go back and get - the bonuses. If a pile stops being empty due to cards being returned to it, such - as with the Seaside card Ambassador, Cities played after that will not count that - pile as empty. An empty trash pile does not count for this.' - name: !!python/unicode 'City' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 3 Coins. - - +1 Buy - - When you play this, the player to your left names a card. You can''t buy that - card this turn.' - extra: !!python/unicode ' This is a Treasure worth 3 coins, like Gold. When you - play it, you get +1 Buy, the player to your left names a card, and you cannot - buy the named card this turn. This does not stop you from gaining the card in - ways other than buying it (such as via Hoard). He does not have to name a card - in the Supply. If you play multiple Contrabands in one turn, the player to your - left names a card each time; if he names different cards, you cannot buy any of - the named cards this turn. You can play Treasures in any order, and you resolve - this ability right when you play it, before playing any further Treasure cards. - Note that once you buy a card in the Buy phase, you cannot play more Treasures. - The number of cards left in a player''s hand is public information; you can ask - whenever you want to know it (for example, when that player plays Contraband).' - name: !!python/unicode 'Contraband' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode 'Look through your discard pile, reveal any number - of Copper cards from it, and put them into your hand.' - extra: !!python/unicode ' This card lets you look through your discard pile, something - you normally are not allowed to do. You only get to look through your discard - pile when you play this. You do not have to show the other players your entire - discard pile, just the Coppers you take out. After you take out the Coppers, you - can leave the cards in your discard pile in any order.' - name: !!python/unicode 'Counting House' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode 'You may reveal a Treasure card from your hand. Gain - a copy of it. - - ______________________ - - When you buy this, trash all Treasures you have in play.' - extra: !!python/unicode ' When you buy this, you trash all of your Treasure cards - in play. You do not trash Treasure cards in your hand or elsewhere; just the ones - in play, if any. If you buy multiple cards in a turn, trash your Treasures right - when you buy Mint; you still have any leftover coins they produced for spending - on something else. Remember you do not have to play all of the Treasures from - your hand each turn (just all the ones you want producing money for you). You - do not get additional chances to play Treasure cards between buys in the Buy phase; - first you play Treasures, then you buy cards. When you play Mint, you reveal a - Treasure card from your hand and gain a copy of it from the Supply. The gained - card goes into your discard pile. The revealed card stays in your hand. The Treasure - card can also have other types, like Harem (from Intrigue). If you buy a Mint - and use Watchtower to put it on top of your deck or trash it, you still trash - all of your Treasures from play. However, if you buy a Mint with Royal Seal in - play, the Royal Seal will be gone before you can use it to put Mint on your deck.' - name: !!python/unicode 'Mint' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Coins - - Each other player may discard a Curse. If he doesn''t, he gains a Curse and a - Copper.' - extra: !!python/unicode ' This hits the other players in turn order when that matters - (such as when the Curse or Copper pile is low). Each of the other players in turn - chooses whether or not to discard a Curse card from his hand, and if he does not, - gains a Curse and a Copper from the Supply, putting them into his discard pile. - If either the Curse or Copper pile is empty, he still gains the other one. If - both are empty, he does not gain either, but can still discard Curse if he wants - to. A player using Moat (from Dominion) on this may not discard a Curse, and doesn''t - gain a Curse or Copper - you cannot Moat just part of the attack. A player using - Watchtower on this can use it just to trash the Curse, just to trash the Copper, - or to trash both.' - name: !!python/unicode 'Mountebank' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode '+3 Cards - - Each other player reveals the top 3 cards of his deck, discards the revealed Actions - and Treasures, and puts the rest back on top in any order he chooses.' - extra: !!python/unicode ' The other players shuffle if necessary to get 3 cards - to reveal, and just reveal what they can if they still have fewer than 3 cards. - They discard revealed Treasures and Actions and put the rest back on top in whatever - order they want. Cards with more than one type match all of their types; for example - if a player reveals Nobles from Intrigue, it is an Action - Victory card, which - means it is an Action, so he discards it.' - name: !!python/unicode 'Rabble' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 2 Coins. - - ______________________ - - While this is in play, when you gain a card, you may put that card on top of your - deck.' - extra: !!python/unicode ' This is a Treasure worth 2 coins, like Silver. 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. If you use this ability and there - are no cards left in your deck, you do not shuffle; the card you gained becomes - the only card in your deck. Royal Seal applies to all cards you gain while it - is in play, whether bought or gained other ways. If you play the Alchemy card - Possession, and during the extra turn you have the possessed played play Royal - Seal, he cannot put the card on his deck - he is not gaining the card, you are.' - name: !!python/unicode 'Royal Seal' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards - - Discard any number of cards. +1 Coin per card discarded. - - Each other player may discard 2 cards. If he does, he draws a card.' - extra: !!python/unicode ' "Any number" includes zero. You draw cards first; you - can discard the cards you just drew. Each other player chooses whether or not - to discard 2 cards, then discards 2 cards if he chose to, then draws a card if - he did discard 2 cards. If one of the other players has just one card, he can - choose to discard it, but will not draw a card. Another player who discards but - then has no cards left to draw shuffles in the discards before drawing.' - name: !!python/unicode 'Vault' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 1 Coin. - - When you play this, reveal cards from your deck until you reveal a Treasure. Discard - the other cards. Play that Treasure.' - extra: !!python/unicode ' This is a Treasure card worth 1 coin, like Copper. When - you play it, you reveal cards from your deck until revealing a Treasure card. - If you run out of cards before revealing a Treasure, shuffle your discard pile - (but not the revealed cards) to get more; if you still do not find a Treasure, - just discard all of the revealed cards. If you do find a Treasure, discard the - other cards and play the Treasure. If that Treasure does something when played, - do that something. For example if Venture finds you another Venture, you reveal - cards again. Remember that you choose what order to play Treasure cards; for example - if you have both Venture and Loan in hand, you can play either one first.' - name: !!python/unicode 'Venture' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '6' - description: !!python/unicode '+1 Buy - - +2 Coins - - Each other player discards down to 3 cards in hand. - - ______________________ - - While this is in play, when you buy a card, +1 .' - extra: !!python/unicode ' [When a player takes VP tokens, he takes a player mat - to put them on. VP tokens are not private and anyone can count them. VP tokens - come in 1 VP and 5 VP denominations and players can make change as needed. Tokens - are unlimited and if they run out, use something else to track any further tokens. - At the end of the game, players add the total value of their VP tokens to their - score.] You get 1 VP token for each card you buy, but do not get a VP token for - gaining a card some other way. Multiple copies of Goons are cumulative; if you - have two Goons in play and buy a Silver, you get 2 VP tokens. However if you King''s - Court a Goons, despite having played the card 3 times, there is still only one - copy of it in play, so buying Silver would only get you 1 VP token.' - name: !!python/unicode 'Goons' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '6' - description: !!python/unicode '+1 Card - - +1 Action - - +1 Buy - - +2 Coins - - ______________________ - - You can''t buy this if you have any Copper in play.' - extra: !!python/unicode ' You do not have to play all of the Treasures in your hand - in your Buy phase. Coppers in your hand do not stop you from buying Grand Market - - only Coppers in play do. Coppers that were in play earlier in the turn but are - not anymore also don''t stop you; if you have 11 Coppers in play and 2 Buys, you - could buy a Mint, trash all of your played Treasures, and then buy a Grand Market. - You can gain Grand Market other ways - for example with Expand - whether or not - you have Coppers in play. Treasures other than Copper do not prevent you from - buying Grand Market, even if they are worth 1 coin (such as Loan).' - name: !!python/unicode 'Grand Market' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '6' - description: !!python/unicode 'Worth 2 Coins. - - ______________________ - - While this is in play, when you buy a Victory card, gain a Gold.' - extra: !!python/unicode ' This is a Treasure worth 2 coins, like Silver. When you - buy a Victory card with this in play, you gain a Gold card from the Supply, putting - it into your discard pile. If there are no Golds left, you do not get one. If - you have multiple Hoards in play, you will gain multiple Golds from buying a single - one. So for example if you had two Hoards in play and no other money, with +1 - Buy, you could buy two Estates and gain four Golds. Victory cards include cards - that are other types as well, such as Nobles and Harem in Intrigue. You gain a - Gold even if you use Watchtower to immediately trash the Victory card you gained. - Victory cards gained other than by buying them do not get you Gold.' - name: !!python/unicode 'Hoard' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '7' - description: !!python/unicode 'Worth ? Coins. - - When you play this, it`s worth 1 Coin per Treasure card you have in play (counting - this).' - extra: !!python/unicode ' This is a Treasure worth a variable amount. When you play - Bank, it is worth 1 coin per Treasure you have in play, counting itself. Remember, - you choose what order to play Treasure cards. If you play Bank with no other Treasures - in play, it is worth 1 coin. If you play two copies of Bank in a row, the one - you play second will be worth 1 coin more than the first one. Bank produces money - right when you play it; things that happen later in the turn will not change how - much money you got from it.' - name: !!python/unicode 'Bank' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '7' - description: !!python/unicode 'Trash a card from your hand. Gain a card costing - up to 3 Coins more than the trashed card.' - extra: !!python/unicode ' This is not in your hand after you play it, so you cannot - trash it as the card trashed. The card you gain can cost up to 3 coins more than - the trashed card, but it can also cost any smaller amount, even less than the - cost of the trashed card. You can trash a card and gain a copy of the same card. - If you have no card in hand to trash, you do not gain a card. The card you gain - comes from the Supply and is put into your discard pile.' - name: !!python/unicode 'Expand' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '7' - description: !!python/unicode 'Trash any number of cards from your hand. Gain a - card with cost exactly equal to the total cost in coins of the trashed cards.' - extra: !!python/unicode ' "Any number" includes zero. If you trash no cards, you - have to gain a card costing 0 coins if you can. This is different from how cards - like Expand work if you do not trash anything, because Forge looks at the total, - not at any one card''s cost. If there is no card at the required cost, you do - not gain a card. The card you gain comes from the Supply and is put into your - discard pile. Potion symbols (on cards from Alchemy) are not added, and the card - you gain cannot have a potion symbol in its cost.' - name: !!python/unicode 'Forge' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '7' - description: !!python/unicode 'You may choose an Action card in your hand. Play - it three times.' - extra: !!python/unicode ' This is similar to Throne Room (from Dominion), but plays - the Action three times rather than twice. You pick another Action card in your - hand, play it, play it again, and play it a third time. This does not use up any - extra Actions you were allowed to play due to cards like Worker''s Village - King''s - Court itself uses up one Action and that is it. You cannot play any other cards - in between resolving the King''s Court-ed Action card multiple times, unless that - Action card specifically tells you to (such as King''s Court itself does). If - you King''s Court a King''s Court, you will play three different Actions after - that, playing each one of them three times - you do not play one Action nine times. - If you King''s Court a card that gives you +1 Action, such as Grand Market, you - will end up with 3 Actions left afterwards.' - name: !!python/unicode 'King''s Court' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'prosperity' - cost: !!python/unicode '8*' - description: !!python/unicode '+1 Card; +1 Action; +2 Coin - - ______________________ - - During your Buy phase, this costs 2 Coins less per Action card you have in play, - but not less than 0 Coins.' - extra: !!python/unicode ' Most of the time, this costs 8 coins. During Buy phases, - this costs 2 coins less per Action card you have in play. This cost applies to - all Peddler cards, including ones in hands and decks. It never costs less than - 0 coins. If you play King''s Court on Worker''s Village, for example, that is - just two Action cards you have in play, even though you played the Worker''s Village - three times. Buying cards using the promotional card Black Market is something - that does not happen during a Buy phase, so Peddler still costs 8 coins then.' - name: !!python/unicode 'Peddler' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Coins, Reveal the top 3 cards of the Black Market - deck. You may buy one of them immediately. Put the unbought cards on the bottom - of the Black Market deck in any order. - - (Before the game, make a Black Market deck out of one copy of each Kingdom card - not in the supply.).' - extra: !!python/unicode ' 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: !!python/unicode 'Black Market' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '4' - description: !!python/unicode 'Reveal the top 5 cards of your deck. The player to - your left chooses one for you to discard. Draw the rest.' - extra: !!python/unicode ' 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.' - name: !!python/unicode 'Envoy' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 2 Coins. When you shuffle, you may put this - anywhere in your deck.' - extra: !!python/unicode ' Stash is a Treasure that produces 2 coins when played, - like Silver. Whenever you shuffle your deck, you can choose where in your deck - each copy of Stash that you have goes. You can''t look at the fronts of the other - cards in your deck to see where to put it; Stash itself has a different card back, - so that''s how you''ll know where it is. If you have multiple copies of Stash, - you can clump them together or spread them out or whatever you want. Since Stash - has a different card back, you will also know if it''s in a player''s hand, or - set aside for someone''s Haven (from Seaside), and so on. ' - name: !!python/unicode 'Stash' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +2 Actions - - At the start of Clean-up, if you have this and no more than one other Action card - in play, you may put this on top of your deck.' - extra: !!python/unicode ' When you play this, you draw a card and can play two more - Actions this turn. At the start of your Clean-up phase, before discarding anything - and before drawing for next turn, if you have a Walled Village in play and no - more than two Action cards in play (counting the Walled Village), you may put - the Walled Village on top of your deck. If the only cards you have in play are - two Walled Villages, you may put either or both of them on top of your deck. Walled - Village has to be in play to be put on top of your deck. Walled Village only checks - how many Action cards are in play when its ability resolves; Action cards you - played earlier this turn but which are no longer in play (such as Feast from Dominion) - are not counted, while Action cards still in play from previous turns (duration - cards from Dominion: Seaside) are counted, as are Action cards that are in play - now but may leave play after resolving Walled Village (such as Treasury from Dominion: - Seaside).' - name: !!python/unicode 'Walled Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Action - - Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; - or each player gains a Silver (Gold); or each player may trash a card from his - hand and gain a card costing exactly 1 Coin (2 Coins) more.' - extra: !!python/unicode ' You always get +1 Action. Then you either 1) draw three - cards and each other player draws a card; 2) gain a Gold and each other player - gains a Silver; 3) may trash a card from your hand and gain a card costing exactly - 2 Coins more and each other player may trash a card from his hand and gain a card - costing exactly 1 Coin more. Go in turn order, starting with yourself; this may - matter if piles are low. The gained cards come from the Supply and are put into - discard piles; if there are none left, those cards are not gained. For example - if you choose the second option and there is only one Silver in the Supply, the - player to your left gets it and no-one else gets one. For the third option, you - only gain a card if you trashed a card, and only if there is a card available - in the Supply with the exact cost required. If you do trash a card, you must gain - a card if you can. You cannot trash a Governor you played to itself, as it is - no longer in your hand when you play it (though you can trash another copy of - Governor from your hand).' - name: !!python/unicode 'Governor' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'promo' - cost: !!python/unicode '8' - description: !!python/unicode 'You may set this aside. If you do, set aside an Action - card from your hand costing up to 4 coins. At the start of each of your turns, - play that Action, setting it aside again when you discard it from play. (Stop - playing it if you fail to set it aside on a turn you play it).' - extra: !!python/unicode ' Prince has you play the same cheap action every turn for - the rest of the game. The turn you play Prince, you set it aside with an Action - from your hand costing 4 coins or less; then every turn after that you play the - Action at the start of the turn, and then set it aside again when you discard - it from play. If you don''t discard the Action then you stop playing it with Prince; - Prince at that point is just set aside doing nothing for the rest of the game. - That won''t normally happen but will happen for example if the Action is a Feast - or Mining Village and you trashed it, or if it''s a Duration card and so it stayed - in play, or if it''s a Madman and was returned to its pile, or if it''s an Island - and was set aside, or if it''s a card you put back on your deck with Scheme. The - set aside Action technically goes back and forth from being in play to being set - aside each turn, but in practice it''s easier to leave it sitting on the Prince - and just announce resolving it each turn. ' - name: !!python/unicode 'Prince' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '0' - description: !!python/unicode 'Worth 1 Coin.' - extra: !!python/unicode ' 60 cards per game.' - name: !!python/unicode 'Copper' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '3' - description: !!python/unicode 'Worth 2 Coins.' - extra: !!python/unicode ' 40 cards per game.' - name: !!python/unicode 'Silver' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '6' - description: !!python/unicode 'Worth 3 Coins.' - extra: !!python/unicode ' 30 cards per game.' - name: !!python/unicode 'Gold' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '9' - description: !!python/unicode 'Worth 5 Coins.' - extra: !!python/unicode ' This is not a Kingdom card. You do not use it every game. - It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being - used this game, then the Platinum and Colony piles are added to the Basic cards - in the Supply for the game. If a mix of Kingdom cards from Prosperity and other - sets are being used, then the inclusion of Platinum and Colony in the Supply should - be determined randomly, based on the proportion of Prosperity and non-Prosperity - cards in use. For example, choose a random Kingdom card being used - such as the - first card dealt out from the Randomizer deck [this is equivalent to rolling a - d10 or choosing a card at random after all 10 have been selected] - and if it - is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony - are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus - Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in - the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with - 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum - and Colony are meant to be used together and both or neither should be used, not - one or the other.]' - name: !!python/unicode 'Platinum' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '4' - description: !!python/unicode 'Worth 1 Potion.' - extra: !!python/unicode ' This is a basic Treasure card. It costs 4 Coins and produces - Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, - if any of them have Potion in the cost, add the Potion pile to the Supply. Also - add the Potion pile if you are using the promotional card Black Market, and the - Black Market deck includes at least one card with Potion in the cost. If you don''t - have any cards with Potion in the cost in the Supply or the Black Market deck, - do not use the Potion pile in this game. When you have a Potion pile, put all - 16 Potions in it, no matter how many players there are. In games using this pile, - if the pile becomes empty, that will count towards the game ending condition.' - name: !!python/unicode 'Potion' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '0' - description: !!python/unicode '-1 ' - extra: !!python/unicode ' Curses are an available pile in the Supply regardless - of what other cards are in the Supply. With 2 players, place 10 Curses in the - Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place - 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With - 6 players, place 50 Curses in the Supply.' - name: !!python/unicode 'Curse' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Curse'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '2' - description: !!python/unicode '1 ' - extra: !!python/unicode ' Put 8 in the Supply in a game with two players. Put 12 - in the Supply in a game with three or more players.' - name: !!python/unicode 'Estate' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '5' - description: !!python/unicode '3 ' - extra: !!python/unicode ' Put 8 in the Supply in a game with two players. Put 12 - in the Supply in a game with three or more players.' - name: !!python/unicode 'Duchy' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '8' - description: !!python/unicode '6 ' - extra: !!python/unicode ' Put 8 in the Supply in a game with two players. Put 12 - in the Supply in a game with three or four players. Put 15 in the Supply in a - game with five players. Put 18 in the Supply in a game with six players.' - name: !!python/unicode 'Province' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '11' - description: !!python/unicode '10 ' - extra: !!python/unicode ' This is not a Kingdom card. You do not use it every game. - It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being - used this game, then the Platinum and Colony piles are added to the Basic cards - in the Supply for the game. If a mix of Kingdom cards from Prosperity and other - sets are being used, then the inclusion of Platinum and Colony in the Supply should - be determined randomly, based on the proportion of Prosperity and non-Prosperity - cards in use. For example, choose a random Kingdom card being used - such as the - first card dealt out from the Randomizer deck [this is equivalent to rolling a - d10 or choosing a card at random after all 10 have been selected] - and if it - is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony - are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus - Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in - the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with - 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum - and Colony are meant to be used together and both or neither should be used, not - one or the other.]' - name: !!python/unicode 'Colony' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'base' - cost: !!python/unicode '0' - description: !!python/unicode 'Pile of trash.' - extra: '' - name: !!python/unicode 'Trash' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '0*' - description: !!python/unicode '+1 Action - - Gain a Gold, putting it on top of your deck. - - (This is not in the Supply.)' - extra: !!python/unicode ' The Gold you gain comes from the Supply and is put on - top of your deck. If your deck has no cards in it, it becomes the only card in - your deck. If there are no Golds left in the Supply, you do not gain one. This - is a Prize; see the Additional Rules. ' - name: !!python/unicode 'Bag of Gold' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '0*' - description: !!python/unicode 'Worth 2 Coins. - - When you play this, +1 Coins per unused Action you have (Action, not Action card). - - (This is not in the Supply.)' - extra: !!python/unicode ' This is a Treasure worth 2 coins, like Silver. You play - it in your Buy phase, like other Treasures. When you play it, you get an extra - +1 coin per unused Action you have. This means Actions, not Action cards. So for - example if you play Farming Village (which gives you +2 Actions), then Diadem, - Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action - cards at all on your turn, you will have one unused Action, so you will get total - from Diadem. This is a Prize; see the Additional Rules. ' - name: !!python/unicode 'Diadem' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure', !!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '0*' - description: !!python/unicode '+2 Cards - - Gain an Estate. Each other player gains a Curse and discards down to 3 cards in - hand. - - (This is not in the Supply.)' - extra: !!python/unicode ' Do the things in the order listed. You draw 2 cards; then - you gain an Estate from the Supply, putting it into your discard pile; then each - other player gains a Curse from the Supply, putting it into his discard pile; - then each other player discards down to 3 cards in hand. A player with 3 or fewer - cards in hand does not discard any cards. If there are no Estates left, you do - not gain one. If there are not enough Curses left, deal out the remaining Curses - in turn order. This is a Prize; see the Additional Rules. ' - name: !!python/unicode 'Followers' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '0*' - description: !!python/unicode '+1 Buy - - While this is in play, cards cost 2 Coins less, but not less than 0 Coins. - - (This is not in the Supply.)' - extra: !!python/unicode ' This makes all cards cheaper (to a minimum of 0 coins) - as long as it is in play. When it leaves play, it stops making cards cheaper. - This applies to cards everywhere - cards in the Supply, cards in hand, cards in - decks. For example if you played Princess, then Remake, trashing a Copper, you - could gain a Silver, as Silver would cost 1 coin while Copper would still cost - 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost - less, as there is still only one copy of Princess in play. This is a Prize; see - the Additional Rules. ' - name: !!python/unicode 'Princess' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '0*' - description: !!python/unicode 'Choose two: +2 Cards; or +2 Actions; or +2 Coins; - or gain 4 Silvers and put your deck into your discard pile. - - (This is not in the Supply.)' - extra: !!python/unicode ' First choose any two of the four options; then do those - options in the order listed. So if you choose both +2 Cards, and the last option, - you will draw cards before you gain the Silvers and put your deck into your discard - pile. The last option both gains you Silvers and puts your deck into your discard - pile. The Silvers come from the Supply; if there are fewer than four left, just - gain as many as you can. You do not get to look through your deck as you put it - into your discard pile. This is a Prize; see the Additional Rules. ' - name: !!python/unicode 'Trusty Steed' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card - - +1 Action - - You may discard a card; If you do +1 Action. - - You may discard a card; If you do +1 Buy' - extra: !!python/unicode ' First draw a card, and get +1 Action. Then you may either - discard one card to get another +1 Action; or you may discard one card to get - +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you - may discard no cards at all. You only get the extra +1 Action or +1 Buy if you - actually discarded a card for it. You cannot discard multiple cards to get multiple - +Actions or multiple +Buys. ' - name: !!python/unicode 'Hamlet' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Coin - - Each other player reveals cards from the top of his deck until he reveals a Victory - of Curse card. He puts it on top and discards the other revealed cards.' - extra: !!python/unicode ' Each other player reveals cards from the top of his deck - until he reveals a Victory or Curse card. If he runs out of cards before finding - one, he shuffles his discard pile (but not the revealed cards), and keeps revealing - cards. If he still cannot find one, he just discards all of the revealed cards. - If he does find one, he puts the Victory or Curse card on top of his deck, and - discards the other revealed cards. If his deck has no other cards in it, it becomes - the only card in his deck. A card with multiple types, one of which is Victory - (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose - Victory or Curse - they stop on the first card that matches either type. ' - name: !!python/unicode 'Fortune Teller' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Action - - Reveal your hand. - - If there are no duplicate cards in it, +3 Cards. - - Otherwise, +1 Card.' - extra: !!python/unicode ' If there are any two or more cards in your hand with the - same name, you only draw one card; if there are no matches, you draw three cards. - Only the card names matter for this; Copper and Silver are different cards for - example, despite both being Treasures. If you have no cards in hand at all after - playing Menagerie, then you have no matching cards, and so get +3 Cards. ' - name: !!python/unicode 'Menagerie' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Actions - - Reveal cards from the top of your deck until you reveal an Action or Treasure - card. Put that card into your hand and discard the other cards.' - extra: " Reveal cards from the top of your deck until you reveal a Treasure or Action\ - \ card. If you run out of cards before finding one, shuffle your discard pile\ - \ (but not the revealed cards), and keep revealing cards. If you still cannot\ - \ find one, just discard all of the revealed cards. If you do find a Treasure\ - \ or Action card, put it into your hand, and discard the rest of the revealed\ - \ cards. A card with multiple types, one of which is Treasure or Action (for example\ - \ Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by\ - \ this. You do not choose Treasure or Action \u2013 you stop on the first card\ - \ matching either type. " - name: !!python/unicode 'Farming Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy - - +3 Coin - - Discard 2 Cards - - When another player plays an Attack card, you may set this aside from your hand. - If you do, then at the start of your next turn, +1 Card and return this to your - hand.' - extra: !!python/unicode ' When you play this, you get +1 Buy and +3 coins, and discard - 2 cards from your hand. If you do not have enough cards to discard, just discard - what you can; you still get the +1 Buy and +3 coins. When another player plays - an Attack card, before that card does anything, you may reveal this from your - hand. If you do, you set it aside, and at the start of your next turn, you return - it to your hand and draw a card. While it is set aside, it is not in play or in - your hand, and cannot be further revealed to Attacks. Therefore it will only work - on one Attack per round of turns. You can reveal it for an Attack and still play - it on your next turn. You can reveal multiple Horse Traders to a single Attack. - For example, if another player plays Followers, you could reveal and set aside - two Horse Traders from your hand, then gain a Curse but discard no cards, as you - would only have three cards in hand at that point. Then on your next turn you - would pick up the two Horse Traders and also draw two cards. ' - name: !!python/unicode 'Horse Traders' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '4' - description: !!python/unicode 'Do this twice: Trash a card from your hand then gain - a card costing exactly 1 more than the trashed card.' - extra: !!python/unicode ' Trash a card from your hand, and gain a card costing exactly - 1 coin more than it; then trash another card from your hand, and gain a card costing - exactly 1 coin more than that card. If you have no cards in hand, you do not trash - anything or gain anything; if you have only one card in hand, trash it and gain - a card costing 1 coin more than it. Gained cards come from the Supply and are - put into your discard pile. If there is no card at the exact cost needed, you - do not gain a card for that trashed card. For example you could use Remake to - trash an Estate, gaining a Silver, then trash a Copper, gaining nothing. ' - name: !!python/unicode 'Remake' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Action - - Each player may reveal a Province from his hand. If you do, discard it and gain - a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one - else does, +1 Card +1 Coin. - - Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed' - extra: !!python/unicode ' First you get +1 Action. Then each player, including you, - may reveal a Province card from his hand. Then, if you revealed a Province, discard - that card, and you gain a Prize of your choice, or a Duchy, putting whatever card - you took on top of your deck. If there were no cards in your deck, it becomes - the only card in your deck. There are five Prizes, set out at the start of the - game; see Preparation. You can only take a Prize from the Prize pile. You can - take any Prize from the Prize pile; you do not have to take the top one. You can - take a Duchy instead, whether or not the Prizes have run out. You can opt to take - a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; - in these cases you gain nothing. After gaining your card or not, if no other player - revealed a Province, you draw a card and get +1 coin. ' - name: !!python/unicode 'Tournament' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '4' - description: "+2 Cards\nDiscard 2 cards. Each other player may reveal a Bane card\ - \ from his hand.\nIf he doesn\u2019t, he gains a Curse.\nSetup: Add an extra Kingdom\ - \ card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards." - extra: !!python/unicode ' This card causes there to be an extra pile in the Supply, - called the Bane pile; see Preparation. The extra pile is just like other Kingdom - card piles - it can be bought, it can be gained via cards like Horn of Plenty, - it counts for the end game condition. When you play Young Witch, after you draw - 2 cards and discard 2 cards, each other player may reveal a Bane card from his - hand; if he does not, he gains a Curse. This attack hits other players in turn - order, which matters when the Curse pile is low. Players may still respond to - a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); - those happen before Bane cards are revealed. If Secret Chamber (from Dominion: - Intrigue) is the Bane card, first you can reveal it for its Reaction ability, - and then, if it''s still in your hand, you can reveal it to avoid getting a Curse. ' - name: !!python/unicode 'Young Witch' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '5' - description: !!python/unicode 'Reveal the top 4 cards of your deck, then discard - them. +1 Coin per differently named card revealed.' - extra: !!python/unicode ' Reveal the top 4 cards of your deck. If there are not - enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. - If there still are not 4 cards total to reveal, just reveal what you can. You - discard the revealed cards, and get +1 coin per differently named card revealed. - For example if you revealed Copper, Silver, Copper, Estate, that would be +3 coins - . ' - name: !!python/unicode 'Harvest' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '5' - description: "Worth 0 Coins\nWhen you play this, gain a card costing up to 1 Coin\ - \ per differently named card you have in play, counting this. If it\u2019s a Victory\ - \ card, trash this." - extra: !!python/unicode ' This is a Treasure worth 0 coins. You play it in your - Buy phase, like other Treasures. It does not produce any coins to spend. However, - when you play it, you gain a card costing up to per differently named card you - have in play. This includes itself, other played Treasures, played Actions, and - any Duration cards (from Dominion: Seaside) played on your previous turn. It only - counts cards currently in play, not ones that were in play but left; for example - if you played a Feast (from Dominion) this turn, you will have trashed it, so - it will not count for Horn of Plenty. The card you gain must come from the Supply, - and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. - Cards with multiple types, one of which is Victory (such as Nobles from Dominion: - Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy - phase, and you choose the order that you play Treasures. You do not trash Horn - of Plenty if you gain a Victory card some other way while it''s in play (such - as by buying one). ' - name: !!python/unicode 'Horn of Plenty' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '5' - description: "+1 Card\n+1 Action\nReveal your hand. Reveal cards from your deck\ - \ until you reveal a card that isn\u2019t in a duplicate of one in your hand and\ - \ discard the rest." - extra: !!python/unicode ' First you draw a card and get +1 Action. Then you reveal - your hand, and reveal cards from your deck until revealing one that is not a duplicate - of one in your hand. A card is not a duplicate of one in your hand if it does - not have the same name as any cards in your hand. If you run out of cards while - revealing cards, shuffle your discard pile (but not the revealed cards) and keep - revealing cards. If you still do not find one, just discard all of the cards revealed - from your deck. If you do find a card not matching any cards in your hand, put - it into your hand and discard the other cards revealed from your deck. ' - name: !!python/unicode 'Hunting Party' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '5' - description: "+2 Coins\nEach other player discards the top card of his deck. If\ - \ it\u2019s a Victory card he gains a Curse. Otherwise he gains a copy of the\ - \ discarded card or you do, your choice." - extra: !!python/unicode ' Each player with no cards in his deck shuffles his discard - pile in order to get a card to discard. If he still has no cards, he does not - discard one. For each player who discarded a card, if it is a Victory card, he - gains a Curse, and otherwise, you choose: either that player gains a copy of the - card, or you do. The gained copies and Curses come from the Supply and are put - into the discard piles of the players who gain them. If a card is revealed for - which there are no copies in the Supply, no one gains a copy of it. This Attack - hits other players in turn order, which can matter when some piles are low. A - card with multiple types, one of which is Victory (such as Nobles from Dominion: - Intrigue) is a Victory card. ' - name: !!python/unicode 'Jester' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia' - cost: !!python/unicode '6' - description: !!python/unicode 'Worth 2 for every 5 differently named cards - in your deck (rounded down)' - extra: !!python/unicode ' At the end of the game, this is worth 2 VP per 5 differently - named cards in your deck, rounded down. So if you have 0-4 different cards, it - is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth - 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 - differently named cards available in a game, but sometimes there may be more cards, - such as via Young Witch''s setup rule, or due to Tournament. Use 8 Fairgrounds - in a game with 2 players, and 12 for a game with 3 or more players. ' - name: !!python/unicode 'Fairgrounds' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'cornucopia extras' - cost: !!python/unicode '0*' - description: !!python/unicode 'Prizes are never in the supply. They can only be - obtained via Tournament. - - Bag of Gold: +1 Action; Gain a Gold, putting it on top of your deck. - - Diadem: +2 Coins; When you play this, +1 Coins per unused Action you have. - - Followers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards - down to 3 cards in hand. - - Princess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less - than 0 Coins. - - Trusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers - and put your deck into your discard pile.' - extra: !!python/unicode ' Prizes are never in the supply. They can only be obtained - via Tournament. When Tournament is one of the Kingdom cards, set out the pile - of five Prizes at the start of the game. ' - name: !!python/unicode 'Prizes' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Prize'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '2' - description: !!python/unicode 'Reveal your hand. - - +1 Card per Victory card revealed. If this is the first time you played a Crossroads - this turn, +3 Actions.' - extra: !!python/unicode ' First reveal your hand, and draw a card for each Victory - card you revealed, if any. The revealed cards all stay in your hand. Cards with - two types, one of which is Victory, are Victory cards. Then, if this is the first - time you played a Crossroads this turn, you get +3 Actions. Subsequent Crossroads - this turn will give you cards but not Actions. Using a card that lets you play - a card several times (like Throne Room from Dominion) on Crossroads, you will - play Crossroads multiple times, getting +3 Actions the first time but not the - others. ' - name: !!python/unicode 'Crossroads' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Coins - - Each player (including you) looks at the top card of his deck, and discards it - or puts it back. - - ______________________ - - In games using this, when you gain a Duchy, you may gain a Duchess.' - extra: !!python/unicode ' When you play this, you get +2 coins, and each player, - including you, looks at the top card of his own deck and either discards it or - puts it back on top, his choice. Any player with no cards in his deck shuffles - his discard pile first; any player who still has no cards to look at does not - look at one. When a player gains a Duchy in a game with Duchess in the Supply, - that player may also gain a Duchess from the Supply. This works whether the player - gained a Duchy due to buying one, or gained a Duchy some other way. Duchess does - not interact in any special way with the promotional card Black Market. ' - name: !!python/unicode 'Duchess' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '2' - description: !!python/unicode 'If this is the first time you played a Fool''s Gold - this turn, this is worth 1 coin, otherwise it''s worth 4 coins. - - ______________________ - - When another player gains a Province, you may trash this from your hand. If you - do, gain a Gold, putting it on your deck.' - extra: !!python/unicode ' This is both a Treasure and a Reaction. It can be played - in your Buy phase like other Treasures. When you play it, it is worth 1 coin if - this is the first time you played a Fool''s Gold this turn, and otherwise it is - worth 4 coins. So if your lay three Fool''s Golds in the same turn, the first - is worth 1 coin, the second is worth 4 coins, and the third is worth 4 coins. - Fool''s Gold is also a Reaction. When another player gains a Province, you may - trash Fool''s Gold from your hand; if you do, you gain a Gold from the Supply, - putting it on top of your deck rather than into your discard pile. If there are - no cards in your deck, the Gold becomes the only card in your deck. If there are - no Gold cards left in the Supply, you do not gain one, but can still trash Fool''s - Gold. This Reaction is only usable when another player gains a Province, not you. - It is usable whether a Province was gained due to being bought, or gained some - other way. ' - name: !!python/unicode 'Fool''s Gold' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '3' - description: !!python/unicode 'Trash a card from your hand. Gain a card costing - exactly 1 coin more than it and a card costing exactly 1 less than it, in either - order, putting them on top of your deck.' - extra: !!python/unicode ' First trash a card from your hand, if you have any cards - in hand. Develop itself is no longer in your hand and so cannot trash itself (though - it can trash other copies of Develop). If you trashed a card, gain two cards, - one costing exactly 1 coin more than the trashed card, and one costing exactly - 1 coin less than the trashed card. The gained cards come from the Supply; gain - them in either order. If there is no card in the Supply at one of the costs, you - still gain the other card if you can. Put the gained cards on top of your deck - rather than into your discard pile. If you trash a Copper with Develop, which - costs 0 coins, you will try and fail to gain a card costing -1 coins (and also - try to gain a card costing 1 coin). ' - name: !!python/unicode 'Develop' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - +1 Coins - - Discard a card.' - extra: !!python/unicode ' You draw before discarding. You can discard the card you - drew. If you are unable to draw a card (due to having no cards in your deck, and - none in your discard pile to shuffle), you still discard a card if able. ' - name: !!python/unicode 'Oasis' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '3' - description: !!python/unicode 'Each player (including you) reveals the top 2 cards - of his deck, and you choose one: either he discards them, or he puts them back - on top in an order he chooses. - - +2 Cards' - extra: !!python/unicode ' First, each player including you, reveals the top two - cards of his deck, and either discards both of them or puts both of them back - on top, your choice. A player putting the cards back puts them back in an order - he chooses, and without needing to reveal that order. Then, you draw two cards. - So if you put back the cards you revealed, you will draw them. ' - name: !!python/unicode 'Oracle' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - At the start of Clean-up this turn, you may choose an Action card you have in - play. If you discard it from play this turn, put it on your deck.' - extra: !!python/unicode ' When you play this, you draw a card, get +1 Action, and - set up an effect to happen later in the turn, at the start of Clean- up. At that - time, you may optionally choose an Action card you have in play. If you discard - that Action card from play this turn, as you normally do, you will put it on top - of your deck. This happens before you draw cards for next turn. The Action card - you choose can be Scheme itself, or any other Action card you have in play, which - might have been played before or after you played Scheme. If the Action card is - not discarded during Clean- up, for example due to being a Duration card from - Dominion: Seaside that was played this turn, then it does not get put on top of - your deck. ' - name: !!python/unicode 'Scheme' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '3' - description: !!python/unicode '2 - - ______________________ - - When you discard this other than during a Clean-up phase, you may reveal it. If - you do, gain a Gold.' - extra: !!python/unicode ' This is both a Victory card and a Reaction. At the end - of the game, Tunnel is worth 2 victory points. Tunnel''s Reaction ability functions - when you discard it. You cannot simply choose to discard it; something has to - let you or make you discard it. This ability functions whether you discard Tunnel - on your own turn (such as due to Oasis) or on someone else''s (such as due to - Margrave). It functions if Tunnel is discarded from your hand (such as due to - Oasis) or from your deck, or when set aside (such as due to Cartographer). If - Tunnel would normally not necessarily be revealed (such as when discarding multiple - cards to Cartographer), you have to reveal it to get the Gold. Revealing it is - optional, even if Tunnel was already revealed for some other reason; you are not - forced to gain a Gold. This ability does not function if cards are put into your - discard pile without being discarded, such as when you buy a card, when you gain - a card directly (such as with Border Village), when your deck is put into your - discard pile, such as with Chancellor from Dominion, or with Possession from Dominion: - Alchemy, when trashed cards are returned to you at end of turn. It also does not - function during Clean-up, when you normally discard all of your played and unplayed - cards. The key thing to look for is a card actually telling you to "discard" cards. - The Gold you gain comes from the Supply and is put into your discard pile; if - there is no Gold left in the Supply, you do not gain one. ' - name: !!python/unicode 'Tunnel' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode 'Gain a Silver. - - Look at the top card of your deck; discard it or put it back. - - Draw until you have 5 cards in hand. - - You may trash a card from your hand that is not a Treasure.' - extra: !!python/unicode ' This card does four separate things, in the order listed; - you do all of them (the last one is optional). First, gain a Silver from the Supply, - putting it into your discard pile. If there are no Silvers left in the Supply, - you do not gain one. Second, look at the top card of your deck, and either discard - it or put it back on top. If there are no cards left in your deck, shuffle your - discard pile to get a card to look at (this will shuffle in the Silver you just - gained). If there are still no cards, you do not look at one. Third, draw cards - until you have at least five cards in hand. If you already have five or more cards - in hand, you do not draw any cards. If there are not enough cards left to draw - between your deck and discard pile, just draw what you can. Fourth, you may trash - a card from your hand that is not a Treasure card. Cards with two types, one of - which is Treasure, are Treasures. ' - name: !!python/unicode 'Jack of all Trades' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Coin - - When you buy this or play it, each other player reveals the top 2 cards of his - deck, trashes a revealed Silver or Gold you choose, and discards the rest. If - he didn''t reveal a Treasure, he gains a Copper. You gain the trashed cards.' - extra: !!python/unicode ' When you play this, you get +1 coin. When you play this - and also when you buy it, each other player reveals the top two cards of his deck, - trashes a Silver or Gold he revealed that you choose, and discards the rest. Each - of these players that did not reveal a Treasure at all gains a Copper from the - Supply, putting it into his discard pile. Finally, you gain all of the Silvers - and Golds trashed this way. This cannot trash any Treasures except Silver or Gold. - Gaining a Noble Brigand without buying it does not cause this ability to happen. - Noble Brigand is an Attack card, and when you play it, players can use cards like - Moat from Dominion or Secret Chamber from Intrigue in response. However, buying - a Noble Brigand is not "playing an Attack card," and so cads like Moat cannot - respond to that. ' - name: !!python/unicode 'Noble Brigand' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy - - +2 Coins - - ______________________ - - When you gain this, put it on top of your deck.' - extra: !!python/unicode ' When you gain this card, it goes on top of your deck rather - than into your discard pile. This is true whether you gained it due to buying - it or gained it some other way. If there were no cards in your deck, it becomes - the only card in your deck. ' - name: !!python/unicode 'Nomad Camp' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode 'Worth 1 for every 4 Victory cards in your deck - (round down).' - extra: !!python/unicode ' This is a Victory card, not an Action card. It does nothing - until the end of the game, when it is worth 1 victory point for every four Victory - cards in your Deck (counting all of your cards - your Discard pile and hand are - part of your Deck at that point). Silk Roads count themselves. Round down; if - you have 11 Victory cards, Silk Road is worth 2 victory points. During set-up, - put all 12 Silk Roads in the Supply for a game with 3 or more players, but only - 8 in the Supply for a 2-player game. Cards with multiple types, one of which is - Victory, are Victory cards and so are counted by Silk Road. ' - name: !!python/unicode 'Silk Road' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode 'You may trash a Treasure from your hand. If you do, - choose one: - - +2 Cards and +1 Action; - - or +2 Coins and +1 Buy.' - extra: !!python/unicode ' You may trash a Treasure card from your hand. This is - optional. If you did trash a Treasure card, you choose either to get +2 Cards - and +1 Action, or +2 coins and +1 Buy. ' - name: !!python/unicode 'Spice Merchant' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '4' - description: !!python/unicode 'Trash a card from your hand. Gain a number of Silvers - equal to its cost in coins. - - ______________________ - - When you would gain a card, you may reveal this from your hand. If you do, instead, - gain a silver.' - extra: !!python/unicode ' When you play this, trash a card from your hand, and if - you did, gain a number of Silvers equal to the cost of that card in coins. The - Silvers come from the Supply and are put into your discard pile. If there are - not enough Silvers left, just gain all of the Silvers that you can. You only gain - Silvers if you trashed a card. If you trash a card costing 0 coins, such as Copper, - you will gain zero Silvers. You can trash Silver if you want; you will gain three - Silvers for it normally. If costs are different, such as due to playing Highway, - then Trader will give you a different number of Silvers, based on the current - costs. For example ifyou play Highway and then Trader, trashing an Estate you - will only gain one Silver. If you trash a card with Potion in its cost from Dominion: - Alchemy, you do not get anything for the Potion, just for the coins that the card - cost. Trader is also a Reaction. When you gain a card, whether due to buying it - or due to gaining it some other way, you may reveal Trader from your hand to instead - gain a Silver from the Supply. If you do this, you gain a Silver, not the card - you would have gained; if something would have happened due to gaining the other - card, it does not happen, because you did not gain it. For example if you buy - Ill-Gotten Gains but use Trader to gain Silver instead, no-one will gain a Curse. - However if something happens when you buy a card, that will still happen if you - replace gaining the card with gaining Silver. For example you can buy Farmland, - trash a card from your hand and gain one costing 2 more, then use Trader to gain - Silver rather than Farmland. If the card you were going to gain was not going - to your discard pile, the Silver still goes to your discard pile; if the card - you were going to gain did not come from the Supply, the Silver still comes from - the Supply. If there are no Silvers left in the Supply, you can still reveal Trader - when you gain a card; you gain nothing instead of the card you would have gained. ' - name: !!python/unicode 'Trader' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 3 coins - - ______________________ - - When you gain this, gain two Coppers.' - extra: !!python/unicode ' This is a treasure worth 3 coins, like Gold. When you - gain it, you also gain two Coppers from the Supply. if there are not two Coppers - left, just gain as many as you can. You only gain Coppers when you gain Cache, - not when you play it. You gain Coppers whether you gained Cache due to buying - it, or gained it some other way. ' - name: !!python/unicode 'Cache' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +1 Action - - Look at the top 4 cards of your deck. Discard any number of them. Put the rest - back on top in any order.' - extra: !!python/unicode ' You draw a card first, then look at the top 4 cards of - your deck. If there are fewer than 4 cards left in your deck, look at the remaining - cards, and shuffle your discard pile (which does not include those cards) to get - the remainder needed to look at. If there are still not enough cards, just look - at as many as you can. Discard any number of the cards you looked at - none, all - four, or something in-between - and put the rest back on top of your deck in any - order. if there were no cards left in your deck, these become the only cards in - your deck. You do not reveal the cards you put back. ' - name: !!python/unicode 'Cartographer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+5 Cards - - Discard 3 cards. - - ______________________ - - When you gain this, each other player gains a Silver.' - extra: !!python/unicode ' When you play this, you draw five cards, then discard - three cards. The cards you discard can be ones that were in your hand and/or ones - you just drew. You discard three cards if able, even if you were unable to draw - the full five cards (due to not having enough cards in your deck and discard pile). - If you do not have three cards to discard, you discard as many as you can. When - you gain this, each other player gains a Silver. Players only gain Silvers when - you gain this, not when you play this. They gain Silvers whether you gained Embassy - due to buying it, or gained it some other way. Gaining Silvers is not optional - for them. The Silvers come from the Supply. If there are not enough Silvers left - to go around, deal them out in turn order, starting with the player to the left - of the player who gained Embassy. ' - name: !!python/unicode 'Embassy' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Coins - - ______________________ - - While this is in play, when you buy a card, gain a card costing less than it that - is not a Victory card.' - extra: !!python/unicode ' When you play this, you get +2 coins. While this is in - play, whenever you buy a card, you gain a cheaper card that is not a Victory card. - For example, you could buy a Province, and gain a Gold via Haggler. Gaining a - card is not optional. The gained card comes from the Supply and is put into your - discard pile. Haggler only gives you an extra card when you buy a card, not when - you gain a card some other way (such as with Haggler itself). If there is no cheaper - card available in the Supply (e.g., if you buy a Copper), you do not gain a card. - Using a card that lets you play a card several times (like Throne Room from Dominion) - on Haggler does not gain you two or more cards per card bought, as there is still - only one copy of Haggler in play. The bonus is cumulative if you have three Hagglers - in play, you will gain three more cards for each card you buy. Cards with two - types, one of which is Victory, are Victory cards and so cannot be gained with - Haggler. ' - name: !!python/unicode 'Haggler' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +1 Action - - ______________________ - - While this is in play, cards cost 1 Coin less, but not less than 0 Coins.' - extra: !!python/unicode ' This makes all cards cheaper (to a minimum of 0 coins) - as long as it is in play. When it leaves play, it stops making cards cheaper This - applies to cards everywhere - cards in the Supply, cards in hand, cards in Decks. - For example if you played Highway, then Develop, trashing a Copper, you could - gain an Estate, as Estate would cost 4 coins while Copper would still cost 0 coins. - Using a card that lets you play a card several times (like Throne Room from Dominion) - on Highway will not make cards cost less, as there is still only one copy of Highway - in play. The bonus is cumulative; if you have three Highways in play, all cards - cost 1 coins less (to a minimum of 0 coins). ' - name: !!python/unicode 'Highway' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 1 Coin - - When you play this, you may gain a Copper, putting it into your hand. - - ______________________ - - When you gain this, each other player gains a Curse.' - extra: !!python/unicode ' This is a Treasure worth 2 coins like Copper. When you - play it, you may gain a Copper. The gained Copper comes from the Supply and is - put into your hand; you can immediately play it. If there is no Copper left in - the Supply, you do not gain one. When you gain Ill-Gotten Gains, each other player - gains a Curse. This happens whether you gain Ill-Gotten Gains due to buying it, - or you gain it some other way. The Curses come from the Supply and go into discard - piles. If there are not enough Curses left to go around, deal them out in turn - order, starting with the player to the left of the player who gained Ill-Gotten - Gains. III-Gotten Gains is not an Attack, and gaining it is not playing an Attack; - cards like Moat from Dominion do not work against it. ' - name: !!python/unicode 'Ill-Gotten Gains' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards - - +2 Actions - - Discard 2 cards. - - ______________________ - - When you gain this, look through your discard pile (including this), reveal any - number of Action cards from it, and shuffle them into your deck.' - extra: !!python/unicode ' When you play this, you draw 2 cards, get +2 Actions, - then discard 2 cards. The cards you discard can be ones that were in your hand - and/or ones you just drew. You discard cards if able, even if you were unable - to draw 2 cards. When you gain this, you look through your discard pile (something - normally not allowed) and shuffle any number of Action cards from it into your - deck (leaving the rest of your discard pile in your discard pile). You do not - have to shuffle any Action cards into your deck. You can shuffle the Inn you just - gained into your deck; it is an Action card in your discard pile. Cards with two - types, one of which is Action, are Action cards. You must reveal the Action cards - that you choose to shuffle into your deck. It does not matter what order you leave - your discard pile in afterwards. This ability functions if you gain Inn due to - buying it, or gain Inn some other way. ' - name: !!python/unicode 'Inn' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+3 Coins - - Put a card from your hand on top of your deck. - - ______________________ - - When you gain this, put all Treasures you have in play on top of your deck in - any order.' - extra: !!python/unicode ' When you play this, you get +3 coins, and put a card from - your hand on top of your deck. If you have no cards left in hand, you do not put - a card on top of your deck. If there are no cards left in your deck, the card - you put on top becomes the only card in your deck. When you gain this, you put - all of your Treasures from play on top of your deck in any order. You do not have - to show this order to other players. You have to put all of your Treasures on - top; you cannot leave some out. You only put Treasures from play on top of your - deck, not unplayed Treasures from your hand. This does not stop you from having - the coins you got from playing those Treasures; for example, if you have +1 Buy - and play four Golds and buy a Mandarin, you put the Golds on top of your deck, - and still have 7 coins left to spend. Mandarin puts your played Treasures on your - deck whether you gained it due to buying it or gained it some other way, although - normally you will only have Treasures in play in your Buy phase. ' - name: !!python/unicode 'Mandarin' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode '+3 Cards - - +1 Buy - - Each other player draws a card, then discards down to 3 cards in hand.' - extra: !!python/unicode ' You draw 3 cards and get +1 Buy. Each other player draws - a card, then discards down to 3 cards in hand. Drawing a card is not optional - for them. A player who only has 3 cards or fewer after drawing does not discard. ' - name: !!python/unicode 'Margrave' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '5' - description: !!python/unicode 'You may discard a Treasure. If you do, +3 Cards and - +1 Action.' - extra: !!python/unicode ' You may discard a Treasure card from your hand. This is - optional. If you did discard one, you get +3 Cards and +1 Action. You draw after - discarding, so if you have to shuffle to get the 3 cards, you will end up shuffling - in the card you discarded. ' - name: !!python/unicode 'Stables' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '6' - description: !!python/unicode '+1 Card - - +2 Actions - - ______________________ - - When you gain this, gain a card costing less than this.' - extra: !!python/unicode ' When you play this, you draw a card and can play two more - Actions this turn. When you gain this, you also gain a card from the Supply that - costs less than Border Village. Normally that will be a card costing up to 5 coins, - but if Border Village costs less than normal, such as due to Highway, then the - card you gain will have a lower maximum cost. You only gain a card when you gain - Border Village, not when you play it. You gain a card whether you gained Border - Village due to buying it, or gained it some other way. ' - name: !!python/unicode 'Border Village' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'hinterlands' - cost: !!python/unicode '6' - description: !!python/unicode '2 - - ______________________ - - When you buy this, trash a card from your hand. Gain a card costing exactly 2 - Coins more than the trashed card.' - extra: !!python/unicode ' This is a Victory card, not an Action card. It is worth - 2 victory points at the end of the game. When you buy it, you trash a card from - your hand if able, and if you did, you gain a card from the supply costing exactly - 2 coins more than the trashed card if able. If there are no cards left in your - hand to trash, you do not trash or gain a card, and if you trashed a card but - there are no cards in the supply costing exactly 2 coins more than the trashed - card, you do not gain a card. This ability only functions when you buy Farmland, - not when you gain it some other way. During set-up, put all 12 Farmlands in the - Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player - game. ' - name: !!python/unicode 'Farmland' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '0' - description: !!python/unicode 'Abandoned Mine: +1 Coin - - Ruined Library: +1 Card - - Ruined Market: +1 Buy - - Ruined Village: +1 Action - - Survivors: Look at the top 2 cards of your deck. Discard them or put them back - in any order.' - extra: !!python/unicode ' See Additional Rules for Dark Ages and Preparation. Abandoned - Mine: When you play this, you just get +1 Coin. Ruined Library: When you play - this, you draw a card. Ruined Market: When you play this, you just get +1 Buy. - Ruined Village: When you play this, you just get +1 Action. Survivors: You either - discard both cards, or put both cards back on top; you cannot just discard one - card.' - name: !!python/unicode 'Ruins' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Ruins'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '0*' - description: !!python/unicode '+2 Actions - - Return this to the Madman pile. If you do, +1 Card per card in your hand. - - (This card is not in the supply.)' - extra: !!python/unicode ' This card is not in the Supply; it can only be obtained - via Hermit. When you play it, you get +2 Actions, return it to the Madman pile - if you can (this is not optional), and if you did return it, you draw a card per - card in your hand. For example if you had three cards in hand after playing Madman, - you would draw three cards. Normally, nothing will prevent you from returning - Madman to the Madman pile, but you may fail to due to playing Madman twice via - Procession, Throne Room (from Dominion), or King''s Court (from Prosperity). So, - for example, if you Procession a Madman, you will get +2 Actions, return Madman - to the Madman pile, draw a card per card in your hand, get another +2 Actions, - fail to return Madman and so not draw cards the second time, fail to trash Madman, - and then gain an Action card costing exactly 1 Coin if you can.' - name: !!python/unicode 'Madman' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '0*' - description: !!python/unicode 'Worth 3 Coins - - When you play this, return it to the Spoils pile. - - (This is not in the Supply.)' - extra: !!python/unicode ' This is never in the Supply; it can only be obtained via - Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to - spend this turn, and return that copy of Spoils to its pile. You are not forced - to play Treasures in your hand.' - name: !!python/unicode 'Spoils' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '1' - description: !!python/unicode 'When you buy a Victory card, you may trash this from - your hand.' - extra: !!python/unicode ' This is a Shelter; see Preparation. It is never in the - Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the - Hovel. A card with multiple types, one of which is Victory, is a Victory card. - You do not get anything for trashing Hovel; you just get to get rid of it.' - name: !!python/unicode 'Hovel' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Reaction', !!python/unicode 'Shelter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '1' - description: !!python/unicode '+2 Actions' - extra: !!python/unicode ' This is a Shelter; see Preparation. It is never in the - Supply. It is an Action card; when you play it, you get +2 Actions.' - name: !!python/unicode 'Necropolis' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Shelter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '1' - description: !!python/unicode '0 - - ______________________ - - When you trash this, +1 Card.' - extra: !!python/unicode ' This is a Shelter; see Preparation. It is never in the - Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, - you draw a card, right then, even in the middle of resolving another card. For - example, if you use Altar to trash Overgrown Estate, you first draw a card, then - gain a card costing up to 5 Coins. This card does not give you a way to trash - itself, it merely does something if you manage to trash it.' - name: !!python/unicode 'Overgrown Estate' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory', !!python/unicode 'Shelter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '1' - description: !!python/unicode '+4 Coins - - Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.' - extra: !!python/unicode ' First you get +4 Coins. Then you reveal your hand, and - lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, - but the amount of coins you have available to spend can never go below 0 Coins. - Cards with two types, one of which is Treasure (such as Harem from Intrigue) are - Treasure cards.' - name: !!python/unicode 'Poor House' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Coin - - Choose one: +2 Actions; or +2 Buys; or gain a Silver. - - ______________________ - - When you trash this, gain an Action card.' - extra: !!python/unicode ' When you play this, you get +1 Coins, and your choice - of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the - Supply and is put into your discard pile. If Squire is trashed somehow, you gain - an Attack card; the Attack card comes from the Supply and is put into your discard - pile. You can gain any Attack card available in the Supply, but if no Attack card - is available, you do not gain one.' - name: !!python/unicode 'Squire' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card, +1 Action - - Reveal the top card of your deck. If it''s a Curse, Ruins, Shelter, or Victory - card, put it into your hand.' - extra: !!python/unicode ' You draw a card before revealing your top card. If the - top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into - your hand; otherwise it goes back on top. A card with multiple types goes into - your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.' - name: !!python/unicode 'Vagrant' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode 'Look through your discard pile. You may trash a card - from your discard pile or hand that is not a Treasure. Gain a card costing up - to 3 Coins. - - When you discard this from play, if you did not buy any cards this turn, trash - this and gain a Madman from the Madman pile.' - extra: !!python/unicode ' When you play this, look through your discard pile, and - then you may choose to trash a card that is not a Treasure, from either your hand - or your discard pile. You do not have to trash a card and cannot trash Treasures. - A card with multiple types, one of which is Treasure (such as Harem from Intrigue), - is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The - card you gain comes from the Supply and is put into your discard pile. Gaining - a card is mandatory if it is possible. Then, when you discard Hermit from play - - normally, in Clean-up, after playing it in your Action phase - if you did not - buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes - from the Madman pile, which is not in the Supply, and is put into your discard - pile. It does not matter whether or not you gained cards other ways, only whether - or not you bought a card. If there are no Madman cards left, you do not gain one. - If Hermit is not discarded from play during Clean-up - for example, if you put - it on your deck with Scheme (from Hinterlands) - then the ability that trashes - it will not trigger.' - name: !!python/unicode 'Hermit' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Action - - Reveal cards from the top of your deck until you reveal one costing 3 Coins or - more. Put that card into your hand and discard the rest.' - extra: !!python/unicode ' If you run out of cards while revealing cards, shuffle - your discard pile (not including the revealed cards) and continue. If you run - out of cards to reveal and have no cards in your discard pile, stop there; discard - everything revealed, and you do not get a card. If you find a card costing 3 Coins - or more, put that one into your hand and discard the rest. For example you might - reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, - so you would stop there, put Province in your hand, and discard the two Coppers - and the Curse.' - name: !!python/unicode 'Sage' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode 'Worth 1 for every 3 Silvers in your deck (round - down). - - ______________________ - - When you trash this, gain 3 Silvers.' - extra: !!python/unicode ' This is a Victory card. Play with 8 for games with 2 players, - or 12 cards for games with 3 or more players. At the end of the game, each Feodum - is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, - if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is - trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into - your discard pile. If there are not enough Silvers left, gain as many as you can.' - name: !!python/unicode 'Feodum' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card, +2 Actions - - ______________________ - - When you trash this, put it into your hand.' - extra: !!python/unicode ' When you play this, you draw a card and get +2 Actions. - If this is trashed, you take it from the trash and put it into your hand. This - happens no matter whose turn it is when Fortress is trashed. It is not optional. - You still trashed Fortress, even though you get it back; for example if you play - Death Cart and choose to trash Fortress, the "if you do" on Death Cart is true, - you did trash an Action, so you do not trash Death Cart.' - name: !!python/unicode 'Fortress' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: "+1 Card, +1 Action\nReveal the top card of your deck; you may discard\ - \ it. Either way, if it is an\u2026\nAction card, +1 Action\nTreasure card, +1\ - \ Coin\nVictory card, +1 Card" - extra: !!python/unicode ' First you draw a card, then you reveal the top card of - your deck, then you either discard that card or put it back on top of your deck. - Then you get bonuses based on the types of the card you revealed. A card with - 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), - you would both draw a card and get +1 Coins.' - name: !!python/unicode 'Ironmonger' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode 'You may play an Action card from your hand twice. - Trash it. Gain an Action card costing exactly 1 Coin more than it.' - extra: !!python/unicode ' Playing an Action card from your hand is optional. If - you do play one, you then play it a second time, then trash it, then gain an Action - card costing exactly 1 Coin more than it (even if somehow you failed to trash - it). Gaining a card is not optional once you choose to play an Action card, but - will fail to happen if no card in the Supply costs the exact amount needed. If - something happens due to trashing the card - for example drawing 3 cards due to - trashing a Cultist - that will resolve before you gain a card. The gained card - comes from the Supply and is put into your discard pile. This does not use up - any extra Actions you were allowed to play due to cards like Fortress - Procession - itself uses up one Action and that is it. You cannot play any other cards in between - resolving the Procession-ed Action card multiple times, unless that Action card - specifically tells you to (such as Procession itself does). If you Procession - a Procession, you will play one Action twice, trash it, gain an Action card costing - 1 Coin more, then play another Action twice, trash it, gain an Action card costing - 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more - than it. If you Procession a card that gives you +1 Action, such as Vagrant, you - will end up with 2 Actions to use afterwards, rather than the one you would have - left if you just played two Vagrants. If you use Procession on a Duration card - (from Seaside), Procession will stay out until your next turn and the Duration - card will have its effect twice on your next turn, even though the Duration card - is trashed.' - name: !!python/unicode 'Procession' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card, +1 Action - - Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of - all Rats). - - ______________________ - - When you trash this, +1 Card.' - extra: !!python/unicode ' Follow the instructions in order. First draw a card; then - gain a Rats from the Supply, putting it into your discard pile; then trash a card - from your hand that is not a Rats card. If there are no Rats cards left, you do - not gain one. If you have no cards in your hand other than Rats, reveal your hand - and you do not trash a card. If Rats is trashed, you draw a card. This happens - whether it is your turn or another player''s, and regardless of which player has - the card that trashed Rats. There are 20 copies of Rats, rather than the usual - 10; the pile starts with all 20, regardless of the number of players.' - name: !!python/unicode 'Rats' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Play this as if it were an Action card in the Supply - costing less than it that you choose. - - This is that card until it leaves play.' - extra: !!python/unicode ' When you play this, you pick an Action card from the Supply - that costs less than it, and treat this card as if it were the card you chose. - Normally this will just mean that you follow the instructions on the card you - picked. So, if you play Band of Misfits and Fortress is in the Supply, you could - pick that and then you would draw a card and get +2 Actions, since that is what - Fortress does when you play it. Band of Misfits also gets the chosen card''s cost, - name, and types. If you use Band of Misfits as a card that trashes itself, such - as Death Cart, you will trash the Band of Misfits (at which point it will just - be a Band of Misfits card in the trash). If you use Band of Misfits as a duration - card (from Seaside), Band of Misfits will stay in play until next turn, just like - the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), - King''s Court (from Prosperity), or Procession, and use that effect to play a - duration card, Band of Misfits will similarly stay in play. If you use Throne - Room, King''s Court, or Procession to play a Band of Misfits card multiple times, - you only pick what to play it as the first time; the other times it is still copying - the same card. For example, if you use Procession to play Band of Misfits twice - and choose Fortress the first time, you will automatically replay it as Fortress, - then trash the Band of Misfits, return it to your hand (it is a Fortress when - it''s trashed, and Fortress has a when-trashed ability that returns it to your - hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of - Misfits, which has left play and so is no longer copying Fortress). If you use - Band of Misfits as a card that does something during Clean-up, such as Hermit, - it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), - it counts Band of Misfits as whatever Band of Misfits was played as; for example - if you play a Band of Misfits as a Fortress, and then play another Band of Misfits - as a Scavenger, and then play Horn of Plenty, you will gain a card costing up - to 3 Coins. Band of Misfits can only be played as a card that is visible in the - Supply; it cannot be played as a card after its pile runs out, and cannot be played - as a non-Supply card like Mercenary; it can be played as the top card of the Ruins - pile, but no other Ruins, and can only be played as Sir Martin when that is the - top card of the Knights pile' - name: !!python/unicode 'Band of Misfits' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card, +2 Actions - - Gain a Spoils from the Spoils pile.' - extra: !!python/unicode ' Draw a card before gaining a Spoils. The Spoils comes - from the Spoils pile, which is not part of the Supply, and is put into your discard - pile. If there are no Spoils cards left, you do not get one.' - name: !!python/unicode 'Bandit Camp' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Choose one: Discard 2 cards; or put a card from your - hand on top of your deck; or gain a Copper. - - Choose one: +3 Coins; or trash your hand; or gain a Duchy.' - extra: !!python/unicode ' This card gives you two separate choices: first you either - discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; - after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. - For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards - come from the Supply and are put into your discard pile. You can choose an option - even if you cannot do it. If you trash multiple cards that do something when trashed - at once, trash them all, then choose an order to resolve the things that happen - due to them being trashed.' - name: !!python/unicode 'Count' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards - - Each other player gains a Ruins. You may play a Cultist from your hand. - - ______________________ - - When you trash this, +3 Cards.' - extra: !!python/unicode ' When you play this, you draw two cards, then each other - player gains a Ruins. These come from the Ruins pile in the Supply, and are put - into discard piles. Go in turn order starting to your left; each player takes - the top Ruins, revealing the next one each time. If the Ruins pile runs out, players - stop gaining them at that point. After giving out Ruins, you may play another - Cultist from your hand. It can be one you just drew from playing Cultist, or one - you already had in your hand. Playing a Cultist this way does not use up any extra - Actions you were allowed to play due to cards like Fortress - the original Cultist - uses up one Action and that is it. When you trash a Cultist of yours, you draw - three cards. This happens whether or not it is your turn, and whether or not the - card that causes Cultist to be trashed was yours. If you trash a Cultist while - revealing cards, such as to a Knight attack, you do not draw the revealed cards - that are about to be discarded.' - name: !!python/unicode 'Cultist' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Looter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Choose one: Gain a card from the trash costing from - 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from - your hand and gain a card costing up to 3 Coins more than it.' - extra: !!python/unicode ' You choose either option, then do as much of it as you - can; you can choose an option even if you will not be able to do it. You can look - through the trash at any time. If you choose to gain a card from the trash, the - other players get to see what it is, and it goes on top of your deck. If there - were no cards in your deck, it becomes the only card in your deck. If there is - no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. - Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. - If you choose to trash an Action card from your hand, the card you gain comes - from the Supply and is put into your discard pile.' - name: !!python/unicode 'Graverobber' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Trash this. Each other player with 5 or more cards - in hand reveals his hand and discards a card that you choose. - - Gain 2 Spoils from the Spoils pile.' - extra: !!python/unicode ' First trash Pillage. Then each other player with 5 or - more cards in hand reveals his hand and discards a card of your choice. This happens - in turn order, starting with the player to your left. Then you gain two Spoils - cards. The two Spoils cards come from the Spoils pile, which is not part of the - Supply, and are put into your discard pile. If there are no Spoils cards left, - you do not get one; if there is only one, you just get one.' - name: !!python/unicode 'Pillage' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode '+2 Coins - - You may put your deck into your discard pile. Look through your discard pile and - put one card from it on top of your deck.' - extra: !!python/unicode ' Putting your deck into your discard pile is optional, - but putting a card from your discard pile on top of your deck is not; you do it - unless there are no cards in your discard pile. Putting your deck into your discard - pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in - it, such as from putting them into your discard pile, then the card you put on - top of your deck will be the only card in your deck.' - name: !!python/unicode 'Scavenger' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '6' - description: !!python/unicode 'Trash a card from your hand. Gain a card costing - up to 5 Coins.' - extra: !!python/unicode ' You trash a card from your hand if you can, and then gain - a card whether or not you trashed one. The gained card comes from the Supply and - is put into your discard pile.' - name: !!python/unicode 'Altar' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode 'Gain a card costing up to 4 Coins, putting it on - top of your deck.' - extra: !!python/unicode ' The card you gain comes from the Supply and is put on - top of your deck.' - name: !!python/unicode 'Armory' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '2' - description: !!python/unicode 'Gain 3 Coppers, putting them into your hand. - - ______________________ - - When another player plays an Attack card, you may discard this. - - If you do, gain two Silvers, putting one on top of your deck.' - extra: !!python/unicode ' When you play this, you gain three Coppers from the Supply, - putting them into your hand. If there are not three Coppers left, just gain as - many as you can. When another player plays an Attack card, you may discard this - from your hand. If you do, you gain two Silvers from the Supply, putting one on - your deck and the other into your discard pile. If there is only one Silver left, - put it on your deck; if there are no Silvers left, you do not gain any.' - name: !!python/unicode 'Beggar' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Look at the top 3 cards of your deck. - - Choose one: Put them into your hand; - - or discard them and +3 Cards. - - ______________________ - - When you trash this, gain a cheaper card.' - extra: !!python/unicode ' When you play this, you look at the top 3 cards of your - deck, and either put all 3 into your hand, or discard all 3 and draw the next - 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle - in the cards you discarded and may end up drawing some of them. When you trash - Catacombs, you gain a card costing less than it. This happens whether Catacombs - is trashed on your turn or someone else''s, and no matter who has the card that - trashed it. The gained card comes from the Supply and is put into your discard - pile.' - name: !!python/unicode 'Catacombs' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'Worth 1 Coin - - +1 Buy - - When you play this, you may play a Treasure from your hand twice. If you do, trash - that Treasure' - extra: !!python/unicode ' This is a Treasure worth 1 Coin. You play it in your Buy - phase, like other Treasures. When you play it, you also get +1 Buy, and you may - play an additional Treasure card from your hand twice. If you choose to do that, - you trash that Treasure. You still get any coins that Treasure gave you from playing - it, despite trashing it. If you use Counterfeit to play Spoils twice, you will - get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils - to the Spoils pile; you will be unable to trash it. If you use Counterfeit to - play a Treasure that does something special when you play it, you will do that - thing twice. Cards with two types, one of which is Treasure (such as Harem from - Intrigue) are Treasures and so can be played via Counterfeit.' - name: !!python/unicode 'Counterfeit' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: "+5 Coins\nYou may trash an Action card from your hand. If you don\u2019\ - t, trash this.\n______________________\nWhen you gain this, gain 2 Ruins." - extra: !!python/unicode ' When you play Death Cart, you get + 5 Coins, and either - trash an Action card from your hand, or trash the Death Cart. If you have no Action - card in your hand, you will have to trash the Death Cart, but you can trash the - Death Cart whether or not you have an Action card in hand. A card with multiple - types, one of which is Action, is an Action card. When you gain a Death Cart, - either from buying it or from gaining it some other way, you also gain 2 Ruins. - You just take the top 2, whatever they are. If there are not enough Ruins left, - take as many as you can. The Ruins come from the Supply and are put into your - discard pile. The other players get to see which ones you got. The player gaining - Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to - make another player buy Death Cart, the player actually gaining the Death Cart - (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) - to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn''t - matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts - to each other player, those players also gain Ruins. Passing cards with Masquerade - (from Intrigue) does not count as gaining them.' - name: !!python/unicode 'Death Cart' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Looter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Action - - +1 Buy - - Trash a card from your hand. - - +1 Coin per differently named Treasure - - in the trash.' - extra: !!python/unicode ' Trash a card from your hand if you can. Whether or not - you can, you still get +1 Coin er differently named Treasure in the trash, plus - +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase - how much you get. For example, if the trash has four Coppers, a Counterfeit, and - six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure - (such as Harem from Intrigue), are Treasures.' - name: !!python/unicode 'Forager' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +1 Action - - +1 Coin - - Trash a card from your hand.' - extra: !!python/unicode ' You have to trash a card from your hand if you can. You - draw before trashing.' - name: !!python/unicode 'Junk Dealer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode 'This is a pile in which each card is different. There - is the same basic ability on each card, but also another ability unique to that - card in the pile, and they all have different names. Shuffle the Knights pile - before playing with it, keeping it face down except for the top one, which is - the only card that can be gained from the pile. See Additional Rules for Dark - Ages and Preparation. Follow the rules on Knights in order from top to bottom; - Sir Michael causes players to discard before it trashes cards.' - extra: !!python/unicode ' The ability Knights have in common is that each other - player reveals the top 2 cards of his deck, trashes one of them that he chooses - that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was - trashed, you trash the Knight you played that caused this trashing. Resolve this - ability in turn order, starting with the player to your left. Cards with Potion - in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing - a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; - if they both do and one is a Knight but the player picks the other card, that - will not cause the played Knight to be trashed. When Sir Martin is the top card - of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, - you gain a Gold; this happens whether it is trashed on your turn or someone else''s. - The player who had Sir Vander is the one who gains the Gold, regardless of who - played the card that trashed it. The Gold from Sir Vander, and the card gained - for Dame Natalie, comes from the Supply and is put into your discard pile. When - playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. - Dame Josephine is also a Victory card, worth 2 Victory at the end of the game. - The Knight pile is not a Victory pile though, and does not get a counter for Trade - Route (from Prosperity) even if Dame Josephine starts on top. If you choose to - use the Knights with Black Market (a promotional card), put a Knight directly - into the Black Market deck, rather than using the randomizer card. Sir Martin - only costs 4 Coins, though the other Knights all cost 5 Coins.' - name: !!python/unicode 'Knights' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode 'Gain a Spoils from the Spoils pile. - - Each other player gains a Ruins.' - extra: !!python/unicode ' First you gain a Spoils. It comes from the Spoils pile, - which is not part of the Supply, and is put into your discard pile. If there are - no Spoils cards left, you do not get one. Then each other player gains a Ruins. - These come from the Ruins pile in the Supply, and are put into discard piles. - Go in turn order starting to your left; each player takes the top Ruins, revealing - the next one each time. If the Ruins pile runs out, players stop gaining them - at that point.' - name: !!python/unicode 'Marauder' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - +1 Buy - - ______________________ - - When one of your cards is trashed, - - you may discard this from your - - hand. If you do, gain a Gold.' - extra: !!python/unicode ' When you play this, you draw a card and get +1 Action - and +1 Buy. When one of your cards is trashed, you may discard Market Square from - your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put - into your discard pile. If there is no Gold left in the Supply, you do not gain - one. You may discard multiple Market Squares when a single card of yours is trashed.' - name: !!python/unicode 'Market Square' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode '+ 1 Action - - Name a card. Reveal cards from the top of your deck until you reveal a Victory - card that is not the named card. Discard the other cards. Trash the Victory card - and gain a Victory card costing up to 3 Coins more than it.' - extra: !!python/unicode ' You can name any card, whether or not it is being used - this game or is a Victory card. Then reveal cards from your deck until you reveal - a Victory card that is not what you named. If you run out of cards, shuffle your - discard pile and continue, without shuffling in the revealed cards. If you run - out of cards with no cards left in your discard pile, stop there, discard everything, - and nothing more happens. If you did find a Victory card that was not what you - named, you discard the other revealed cards, trash the Victory card, and gain - a Victory card costing up to 3 Coins more than the trashed card. The card you - gain comes from the Supply and is put into your discard pile.' - name: !!python/unicode 'Rebuild' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: !!python/unicode '+ 2 Coins - - If there are any cards in the trash costing from 3 Coins to 6 Coins, gain one - of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes - one of them costing from 3 Coins to 6 Coins, and discards the rest.' - extra: !!python/unicode ' If there is a card in the trash costing from 3 Coins to - 6 Coins, you have to gain one of them; it is not optional. You can look through - the trash at any time. The other players get to see what card you took. The gained - card goes into your discard pile. Cards with Potion in the cost (from Alchemy) - do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing - from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards - of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins - (if possible), and discard the rest. Go in turn order, starting with the player - to your left.' - name: !!python/unicode 'Rogue' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode '+ 1 Buy - - Discard any number of cards. - - +1 Card per card discarded. - - Discard any number of cards. - - + 1 Coins per card discarded the second time.' - extra: !!python/unicode ' Discard any number of cards from your hand, and draw as - many cards as you discarded. Then, discard any number of cards - which could include - cards you just drew - and you get +1 Coins per card you discarded that time.' - name: !!python/unicode 'Storeroom' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - Each other player discards down to 4 cards in hand. - - ______________________ - - When you play another Attack card with this in play, you may trash this. - - If you do, gain a Mercenary from the Mercenary pile.' - extra: !!python/unicode ' When you play this, you draw a card and get +1 Action, - then each other player discards down to 4 cards in hand. Players who already have - 4 or fewer cards in hand do not do anything. While Urchin is in play, when you - play another Attack card, before resolving it, you may trash the Urchin. If you - do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is - not in the Supply, and is put into your discard pile. If there are no Mercenaries - left you do not gain one. If you play the same Urchin twice in one turn, such - as via Procession, that does not let you trash it for a Mercenary. If you play - two different Urchins however, playing the second one will let you trash the first - one.' - name: !!python/unicode 'Urchin' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +2 Actions - - Reveal the top 3 cards of your deck. - - Put the Actions back on top in any order and discard the rest.' - extra: !!python/unicode ' First draw a card, then reveal the top 3 cards of your - deck, shuffling your discard pile if there are not enough cards in your deck. - If there still are not enough after shuffling, just reveal what you can. Put the - revealed Action cards on top of your deck in any order, and discard the other - cards. A card with multiple types, one of which is Action, is an Action card. - If you didn''t reveal any Action cards, no cards will be put on top.' - name: !!python/unicode 'Wandering Minstrel' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '6' - description: !!python/unicode '+ 4 Cards - - ______________________ - - When you trash this, - - gain a Duchy or 3 Estates.' - extra: !!python/unicode ' When you play this, draw 4 cards. If this is trashed, - you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply - and are put into your discard pile. If you choose the 3 Estates and there are - not 3 left, just gain as many as you can.' - name: !!python/unicode 'Hunting Grounds' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '0*' - description: !!python/unicode 'You may trash 2 cards from your hand. - - If you do, +2 Cards, + 2 Coins, - - and each other player discards down to 3 cards in hand. - - (This is not in the Supply.)' - extra: !!python/unicode ' This card is not in the Supply; it can only be obtained - via Urchin. When you play it, you may trash 2 cards from your hand. If you do, - you draw two cards, get +2 Coins, and each other player discards down to 3 cards - in hand. Players who already have 3 or fewer cards in hand do nothing. Players - responding to this Attack with cards like Beggar must choose to do so before you - decide whether or not to trash 2 cards from your hand. If you play this with only - one card in hand, you may choose to trash that card, but then will fail the "if - you do" and will not draw cards and so on. If the cards you trash do things when - trashed, first trash them both, then choose what order to resolve the things they - do when trashed.' - name: !!python/unicode 'Mercenary' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages' - cost: !!python/unicode '5' - description: "+1 Action\n+ 2 Coins\nName a card.\nReveal the top card of your deck.\n\ - If it\u2019s the named card, put it into your hand." - extra: !!python/unicode ' You get +1 Action and +2 Coins. Then name a card ("Copper," - for example - not "Treasure") and reveal the top card of your deck; if you named - the same card you revealed, put the revealed card into your hand. If you do not - name the right card, put the revealed card back on top. You do not need to name - a card being used this game. Names need to match exactly for you to get the card; - for example Sir Destry and Sir Martin do not match. You do not need to name a - card available in the Supply.' - name: !!python/unicode 'Mystic' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages extras' - cost: !!python/unicode '1' - description: !!python/unicode 'Hovel: When you buy a Victory card, you may trash - this from your hand. - - Necropolis: +2 Actions - - Overgrown Estate: 0 ; when you trash this, +1 Card.' - extra: !!python/unicode ' See Preparation. A shelter is never in the supply. Hovel: - When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. - A card with multiple types, one of which is Victory, is a Victory card. You do - not get anything for trashing Hovel; you just get to get rid of it. Overgrown - Estate: It is a Victory card despite being worth 0 Victory. If this is trashed, - you draw a card, right then, even in the middle of resolving another card. For - example, if you use Altar to trash Overgrown Estate, you first draw a card, then - gain a card costing up to 5 Coins. This card does not give you a way to trash - itself, it merely does something if you manage to trash it. Necropolis: This - is an Action card; when you play it, you get +2 Actions. ' - name: !!python/unicode 'Shelters' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Shelter'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages extras' - cost: !!python/unicode '3' - description: !!python/unicode 'Urchin: When you play this, you draw a card and get - +1 Action, then each other player discards down to 4 cards in hand. Players who - already have 4 or fewer cards in hand do not do anything. While Urchin is in play, - when you play another Attack card, before resolving it, you may trash the Urchin. - If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain - one. If you play the same Urchin twice in one turn, such as via Procession, that - does not let you trash it for a Mercenary. If you play two different Urchins however, - playing the second one will let you trash the first one.' - extra: !!python/unicode ' This card is not in the Supply; it can only be obtained - via Urchin. When you play it, you may trash 2 cards from your hand. If you do, - you draw two cards, get +2 Coins, and each other player discards down to 3 cards - in hand. Players who already have 3 or fewer cards in hand do nothing. Players - responding to this Attack with cards like Beggar must choose to do so before you - decide whether or not to trash 2 cards from your hand. If you play this with only - one card in hand, you may choose to trash that card, but then will fail the "if - you do" and will not draw cards and so on. If the cards you trash do things when - trashed, first trash them both, then choose what order to resolve the things they - do when trashed. ' - name: !!python/unicode 'Urchin / Mercenary' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'dark ages extras' - cost: !!python/unicode '3' - description: !!python/unicode 'Hermit: When you play this, look through your discard - pile, and then you may choose to trash a card that is not a Treasure, from either - your hand or your discard pile. You do not have to trash a card and cannot trash - Treasures. A card with multiple types, one of which is Treasure (such as Harem - from Intrigue), is a Treasure. After trashing or not, you gain a card costing - up to 3 Coins. The card you gain comes from the Supply and is put into your discard - pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit - from play - normally, in Clean-up, after playing it in your Action phase - if - you did not buy any cards this turn, you trash Hermit and gain a Madman. It does - not matter whether or not you gained cards other ways, only whether or not you - bought a card. If there are no Madman cards left, you do not gain one. If Hermit - is not discarded from play during Clean-up - for example, if you put it on your - deck with Scheme (from Hinterlands) - then the ability that trashes it will not - trigger.' - extra: !!python/unicode ' Madman: This card is not in the Supply; it can only be - obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman - pile if you can (this is not optional), and if you did return it, you draw a card - per card in your hand. For example if you had three cards in hand after playing - Madman, you would draw three cards. Normally, nothing will prevent you from returning - Madman to the Madman pile, but you may fail to due to playing Madman twice via - Procession, Throne Room (from Dominion), or King''s Court (from Prosperity). So, - for example, if you Procession a Madman, you will get +2 Actions, return Madman - to the Madman pile, draw a card per card in your hand, get another +2 Actions, - fail to return Madman and so not draw cards the second time, fail to trash Madman, - and then gain an Action card costing exactly 1 Coin if you can. ' - name: !!python/unicode 'Hermit / Madman' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Action - - Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard - that card. Put the other cards into your hand.' - extra: !!python/unicode ' If there are not three cards in your deck, reveal what - you can, then shuffle your discard pile into your deck to get the other cards. - If there still are not enough, just reveal what you can. No matter how many you - revealed, the player to your left chooses one for you to discard, and the remaining - cards go into your hand. ' - name: !!python/unicode 'Advisor' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +1 Action - - Take a Coin token. - - ______________________ - - Setup: Each player takes a Coin token.' - extra: !!python/unicode ' When you play this, you draw a card, get +1 Action, and - take a Coin token. In games using this card, each player starts the game with - a Coin token. This includes games using the promo card Black Market in which Baker - is in the Black Market deck. ' - name: !!python/unicode 'Baker' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '5' - description: !!python/unicode 'Take two Coin tokens. You may trash a card from - your hand and then pay any number of Coin tokens. If you did trash a card, gain - a card with a cost of up to the cost of the trashed card plus the number of Coin - tokens you paid.' - extra: !!python/unicode ' First take two Coin tokens. Then you may trash a card - from your hand and pay any number of Coin tokens (returning them to the pile). - The number of Coin tokens you pay can be zero. Butcher itself is no longer in - your hand and so cannot trash itself (though it can trash another copy of Butcher). - If you trashed a card, you gain a card costing up to the cost of the trashed card - plus the number of Coin tokens you paid. For example, you could trash an Estate - and pay six Coin tokens to gain a Province, or you could trash another Butcher - and pay zero Coin tokens to gain a Duchy. You can pay the Coin tokens you just - got. Paying Coin tokens for this ability does not get you coins to spend, it just - changes what cards you can gain with this ability. ' - name: !!python/unicode 'Butcher' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Action - - +1 Buy - - Take a Coin token.' - extra: !!python/unicode ' You get +1 Action and +1 Buy, and take a Coin token. ' - name: !!python/unicode 'Candlestick Maker' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '3+' - description: !!python/unicode 'Name a card. Reveal the top 3 cards of your deck. Trash - the matches. Put the rest back on top in any order. - - ______________________ - - When you buy this, you may overpay for it. For each 1 Coin you overpaid, look - at the top card of your deck; trash it, discard it, or put it back.' - extra: !!python/unicode ' When you play this, you name a card, reveal the top three - cards of your deck, trash each of those cards that has that name, and put the - other cards back on your deck in any order. You do not have to name a card being - used this game. If there are fewer than three cards left in your deck, reveal - the remaining cards, and shuffle your discard pile (which does not include those - cards) to get the remainder needed to reveal. If there are still not enough cards, - just reveal as many as you can. When you buy this, for each extra 1 Coin you pay - over the cost, you look at the top card of your deck, and either trash it, discard - it, or put it back on top. If there are no cards left in your deck, shuffle your - discard pile into your deck (including any cards already discarded to this overpay - ability this turn), and if there still are no cards in it, you do not look at - one. If you overpay more than 1 Coin, you may do different things for each card - you look at, and you will look at the same card again if you put it back on top. - For example if you bought Doctor for 7 Coins, you would look at the top card four - times; you might end up first trashing a Copper, then discarding a Province, then - putting a Silver back on top, then putting that Silver back on top again. ' - name: !!python/unicode 'Doctor' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '4+' - description: !!python/unicode '+1 Card - - +1 Action - - Reveal the top card of your deck. If it is an Action, play it. - - ______________________ - - When you buy this, you may overpay for it. For each 1 Coin you overpaid, look - through your discard pile and put a card from it on top of your deck.' - extra: !!python/unicode ' When you play this, first draw a card and get +1 Action, - then reveal the top card of your deck. If it is an Action card, play it; this - is not optional. Playing the Action card does not "use up" one of your Action - plays for the turn. Cards with multiple types, one of which is Action (such as - Great Hall from Dominion: Intrigue), are Action cards. If Herald plays a Duration - card (from Dominion: Seaside), the Herald is still discarded normally at end of - turn, as it is not needed to track anything. When you buy this, you put one card - from your discard pile on top of your deck for each extra 1 Coin you pay over - the cost. For example, if you buy Herald for 6 Coins, you will put two cards from - your discard pile on top of your deck. This card lets you look through your discard - pile; normally you cannot. You cannot look through your discard pile first to - see how much you want to overpay, and once you overpay you must put the appropriate - number of cards on top of your deck if possible. If you overpay enough to put - more cards on your deck than there are cards in your discard pile, you just put - all of your discard pile onto your deck. You may not look through your discard - pile if you buy Herald without overpaying for it. When you put multiple cards - on your deck due to overpaying for a Herald, put them on your deck in any order. ' - name: !!python/unicode 'Herald' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '5' - description: !!python/unicode 'Name a card. Reveal cards from the top of your deck - until you reveal 3 cards that are not the named card. Put those cards into your - hand and discard the rest.' - extra: !!python/unicode ' This draws you three cards that are not a particular card. - First name a card. It does not have to be a card being used this game. Then reveal - cards from the top of your deck until you have revealed three cards that are not - the named card. If you run out of cards without finding three, shuffle your discard - pile into your deck and continue. If you still cannot find three, stop. Put the - cards you found that were not the named card into your hand and discard the rest. ' - name: !!python/unicode 'Journeyman' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '3+' - description: !!python/unicode 'Worth 1 Coin. - - ______________________ - - When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin - you overpaid.' - extra: !!python/unicode ' This is a Treasure worth 1 Coin, like Copper. When you - buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, - if you buy a Masterpiece for 6 Coins, you gain three Silvers. ' - name: !!python/unicode 'Masterpiece' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Buy - - +1 Coin - - ______________________ - - While this is in play, when you buy a card, take a Coin token.' - extra: !!python/unicode ' When you play this, you get +1 Buy and +1 Coin. While - this is in play, any time you buy a card you also take a Coin token. Remember - that you may only spend Coin tokens prior to buying cards, so you will not be - able to immediately spend that Coin token. This ability is cumulative; if you - have two Merchant Guilds in play, each card you buy will get you two Coin tokens. - However if you play a Merchant Guild multiple times but only have one in play, - such as with Throne Room (from Dominion) or King''s Court (from Dominion: Prosperity), - you will only get one Coin token when you buy a card. ' - name: !!python/unicode 'Merchant Guild' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +2 Actions - - You may discard a Treasure card. If you do, take a Coin token.' - extra: !!python/unicode ' First you draw a card and get +2 Actions; then you may - discard a Treasure. You can discard the card you drew if it is a Treasure. If - you discarded a Treasure card, you take a Coin token. Cards with multiple types, - one of which is Treasure (such as Harem from Dominion: Intrigue), are Treasures. ' - name: !!python/unicode 'Plaza' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '5' - description: !!python/unicode 'Gain a Gold. Each other player gains a Curse. Each - player who did draws a card.' - extra: !!python/unicode ' The Gold and Curses come from the Supply and go into discard - piles. If there is no Gold left, you do not gain one. If there are not enough - Curses left to go around, deal them out in turn order, starting with the player - to your left. Each player who gained a Curse draws a card. This is not optional. - A player who did not gain a Curse, whether due to the Curses running out or due - to some other reason, does not draw a card. A player who uses Watchtower (from - Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; - a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead - did not gain a Curse and so does not draw a card. ' - name: !!python/unicode 'Soothsayer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '2+' - description: !!python/unicode 'Trash a card from your hand. Gain 2 cards each costing - less than it. - - ______________________ - - When you buy this, you may overpay for it. If you do, gain 2 Action cards each - costing the amount you overpaid.' - extra: !!python/unicode ' When you play this, trash a card from your hand, and gain - two cards, each costing less than the card you trashed. Trashing a card is not - optional. If you do not have any cards left in your hand to trash, you do not - gain any cards. The two cards you gain can be different or the same. For example - you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional - if you trashed a card. The gained cards come from the Supply and are put into - your discard pile; if there are no cheaper cards in the Supply (for example if - you trash a Copper), you do not gain any. If there is only one card in the Supply - cheaper than the trashed card, you gain that one. The cards you gain are gained - one at a time; this may matter with cards that do something when gained, such - as Inn from Dominion: Hinterlands. When you buy this, you may choose to overpay - for it. If you do, you gain two Action cards each costing exactly the amount you - overpaid. The Action cards can be different or the same. For example, if you buy - Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from - the Supply and are put into your discard pile. If there are no cards with the - appropriate cost in the Supply, you do not gain one. Overpaying with a Potion - (from Dominion: Alchemy) will let you gain cards with Potion in the cost. Cards - with multiple types, one of which is Action (such as Great Hall from Dominion: - Intrigue), are Action cards. If you choose not to overpay, you will not gain any - cards from that ability; it is not possible to use it to gain Action cards costing - 0 Coins. ' - name: !!python/unicode 'Stonemason' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'guilds' - cost: !!python/unicode '4' - description: !!python/unicode 'You may trash a Treasure from your hand. Each other - player with 5 or more cards in hand discards a copy of it (or reveals a hand without - it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting - it on top of your deck.' - extra: !!python/unicode ' You may trash a Treasure card from your hand. This is - optional. Cards with multiple types, one of which is Treasure (like Harem from - Dominion: Intrigue), are Treasures. If you do trash a Treasure, each other player - with at least five cards in hand discards a copy of it from her hand if she can, - or reveals a hand with no copies of it, and you gain a Treasure costing up to - 3 Coins more than the trashed Treasure, putting it on top of your deck. If there - are no cards in your deck, it becomes the only card in your deck. You do not have - to gain a more expensive Treasure; you may gain a Treasure with the same cost, - or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. - The gained Treasure comes from the Supply. ' - name: !!python/unicode 'Taxman' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode 'Now and at the start of your next turn, choose one: - +1 Coin; or trash a card from your hand; or gain a Silver.' - extra: !!python/unicode ' You choose something when you play it, and again at the - start of your next turn; the choices may be the same or different. ' - name: !!python/unicode 'Amulet' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Card - - +1 Action - - +1 Coin - - Discard any number of cards. You may gain a card costing exactly 1 Coin per card - discarded, putting it on top of your deck.' - extra: !!python/unicode ' First you get +1 Card, +1 Action, and + Coin . Then you - discard any number of cards. You may choose not to discard any cards. Then you - may gain a card costing exactly 1 per card discarded. For example if you discarded - two cards; you may gain a card costing 2 ; if you discard no cards, you may gain - a card costing 0. The gained card comes from the Supply and is put on top of your - deck. You may choose not to gain a card, even if you discard cards. ' - name: !!python/unicode 'Artificer' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Each other player takes his -1 Coin token. Now and - at the start of your next turn: - - +1 Buy - - ______________________ - - While this is in play, cards cost 1 Coin less on your turn, but not less than - 0 Coins.' - extra: !!python/unicode ' This gives each other player his - 1 Coin token, which - will cause those players to get 1 Coin less the next time they get treasure; see - the Tokens section. It also gives you +1 Buy both on the turn you play it and - on your next turn. While Bridge Troll is in play, on your turns only, cards cost - 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, - including cards in the Supply, cards in hand, and cards in Decks. For example - if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only - cost 1 Coin, so you''ll only look at one card rather than two. This is cumulative; - if you have two Bridge Trolls in play from last turn and play another Bridge Troll - this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins). ' - name: !!python/unicode 'Bridge Troll' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - At the start of your next turn, +1 Coin - - ______________________ - - When another player plays an Attack card, you may play this from your hand. (+1 - Action has no effect if it''s not your turn.)' - extra: " This gives you +1 Card and +1 Action when you play it, and then + 1 Coin\ - \ at the start of your next turn after that. This card has a Reaction ability\ - \ that lets you play it when another player plays an Attack card. Playing this\ - \ during another player's turn is similar to playing it during your own turn -\ - \ you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1\ - \ Coin at the start of your next turn - the very next turn you take. However getting\ - \ +1 Action during someone else's turn does not do anything for you; it does not\ - \ let you play other Action cards during that player\u2019s turn. Similarly if\ - \ a token gives you + 1 Coin or +1 Buy during another player's turn, that still\ - \ does not let you buy cards during that player\u2019s turn (although + 1 Coin\ - \ can cancel the - token given out by Bridge Troll). The +1 Action (or potential\ - \ other +'s) does not carry over to your next turn either. After reacting with\ - \ a Caravan Guard, you can use another one, even one you just drew, and also can\ - \ use other Reactions, even ones you just drew; you keep going until you have\ - \ no more Reactions you wish to respond to the Attack with. " - name: !!python/unicode 'Caravan Guard' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration', !!python/unicode 'Reaction'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Action - - Now and at the start of your next turn: +2 Cards then discard 2 cards.' - extra: !!python/unicode ' When you play this, you get +1 Action, draw 2 cards, and - discard 2 cards; then at the start of your next turn, you again draw 2 cards and - discard 2 cards. ' - name: !!python/unicode 'Dungeon' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode 'Put this on your Tavern mat. - - ______________________ - - When you gain a card costing up to 6 Coins, you may call this, to gain a copy - of that card.' - extra: !!python/unicode ' When you play this, you put it on your Tavern mat. It - stays on your mat until you call it. You can call it when gaining a card costing - up to 6 Coins , and gain another copy of that card. The gained card comes from - the Supply and is put into your discard pile; Duplicate cannot gain non-supply - cards such as Teacher. Duplicate can be called during other players'' turns when - you gain cards; for example, another player might buy Messenger and choose to - have each player gain an Estate, and you could Duplicate that Estate. You can - call multiple Duplicates to gain multiple copies of the same card. Duplicate is - discarded during the Clean-up of the turn you call it, whether or not it is your - turn. ' - name: !!python/unicode 'Duplicate' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode '+2 Cards - - Set aside up to 2 cards from your hand face down. At the start of your next turn, - put them into your hand.' - extra: !!python/unicode ' You may set aside zero, one, or two cards from your hand. - Put them face down under the Gear; you may look at them. They do not have to be - cards you drew with Gear. If you set aside zero cards, Gear will be discarded - the same turn you played it; if you set aside one or two cards, you put them into - your hand at the start of your next turn, and Gear is discarded at the end of - that turn. ' - name: !!python/unicode 'Gear' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Turn your Journey token over (it starts face up). - If it''s face down, +1 Coin. If it''s face up, +5 Coins, and each other player - reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and - otherwise discards it and gains a Curse.' - extra: !!python/unicode ' At the start of the game, place your Journey token (the - one with the boot) face up. When you play this, you turn the Journey token over. - Then, if it is face down, you get + 1 Coin and nothing more happens. If it is - face up, you get + 5 Coins and the attack part happens. The attack resolves in - turn order, starting with the player to your left. The player reveals the top - card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards - it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost - from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to - 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players - can respond to Giant being played with Reactions that respond to Attacks (such - as Caravan Guard), even if Giant will only be producing + 1 Coin this time. ' - name: !!python/unicode 'Giant' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode '+1 Card - - +1 Action - - Put this on your Tavern mat. - - ______________________ - - At the start of your turn, you may call this, to discard your hand and draw 5 - cards.' - extra: !!python/unicode ' When you play this, you get +1 Card and +1 Action, and - put it on your Tavern mat. It stays on your mat until you call it at the start - of one of your turns. If multiple things can happen at the start of your turn, - you can do them in any order. When you call Guide, it moves from the mat into - play, and you discard your hand, then draw 5 cards. You discard it that turn with - your other cards in play. ' - name: !!python/unicode 'Guide' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Until your next turn, when any other player buys - a card, he puts his hand on top of his deck in any order. - - At the start of your next turn: - - +3 Cards' - extra: !!python/unicode ' you will draw 3 cards at the start of your next turn; - and until then, other players will put the rest of their hand on their deck whenever - they buy a card. A player may not have any cards left in hand when buying a card; - typically cards left in hand will include Victory cards, Curses, and unplayed - Actions. A player may intentionally avoid playing Treasures and Actions in order - to take advantage of having to put his hand on his deck. Players who do not buy - any cards can discard their hand normally. Buying Events is not buying cards and - so does not trigger this. If you play Haunted Woods and then take an extra turn - immediately, such as with Mission or Outpost (from Seaside), you will draw the - 3 cards at the start of that turn and discard Haunted Woods that turn, and other - players will never be affected by it. If you want to use a Reaction card like - Moat against Haunted Woods, you have to use it right when Haunted Woods is played. ' - name: !!python/unicode 'Haunted Woods' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '6' - description: !!python/unicode 'At the start of each of your turns for the rest of - the game: - - +1 Card - - (This stays in play.)' - extra: !!python/unicode ' After playing this, you draw an extra card at the start - of each of your turns for the rest of the game. Hireling stays in play for the - rest of the game to track this. If you use Disciple (or a similar card, like Throne - Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple - will also stay in play for the rest of the game. ' - name: !!python/unicode 'Hireling' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '+2 Cards - - +2 Actions - - ______________________ - - When you gain this, each other player draws a card.' - extra: !!python/unicode ' When you gain this, each other player draws a card. This - applies whether you bought it or gained it some other way. ' - name: !!python/unicode 'Lost City' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +1 Action - - Reveal the top card of your deck. If it''s a Treasure, put it into your hand. - If it''s an Action or Victory card, gain a Magpie.' - extra: !!python/unicode ' If the top card of your deck is a Treasure, it goes into - your hand. If the card is not a Treasure, leave it on top of your deck. If the - card is an Action card or Victory card, you gain a Magpie; once the Magpie pile - is empty, revealing an Action or Victory card will not get you anything. If you - reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, - since it is both a Treasure and a Victory card. ' - name: !!python/unicode 'Magpie' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy - - +2 Coins - - You may put your deck into your discard pile. - - ______________________ - - When this is your first buy in a turn, gain a card costing up to 4 Coins, and - each other player gains a copy of it.' - extra: !!python/unicode ' When you play this, you get +1 Buy, + 2 Coin , and may - optionally put your deck into your discard pile. This is not discarding cards - and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it - is the first thing you bought that turn (card or Event), you gain a card costing - up to 4 Coins from the Supply, putting it into your discard pile, and then each - other player in turn order also gains a copy of that card. If the Supply runs - out of copies of the card, further players do not get anything. ' - name: !!python/unicode 'Messenger' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode 'Choose one: Put a Copper from your hand onto your - Tavern mat; or +1 Coin per Copper on your Tavern mat.' - extra: !!python/unicode ' You may choose to put a Copper from your hand on your - mat even if you have no Coppers in hand; nothing will happen. You may also choose - to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing - will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers - on your mat are not in play, but count as part of your deck when scoring at the - end. ' - name: !!python/unicode 'Miser' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Buy - - Turn your Journey token over (it starts face up). If it''s face up, +5 Cards.' - extra: !!python/unicode ' At the start of the game, place your Journey token (the - one with the boot) face up. When you play this, you get +1 Buy, and turn the token - over. Then if it is face down, nothing more happens. If it is face up, you draw - 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does - not matter what turned over the Journey token; you could turn it face down with - Giant, then face up with Ranger. ' - name: !!python/unicode 'Ranger' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card - - +1 Action - - Put this on your Tavern mat. - - ______________________ - - At the start of your turn, you may call this, to trash a card from your hand.' - extra: !!python/unicode ' When you play this, you get +1 Card and +1 Action, and - put it on your Tavern mat. It stays on your mat until you call it at the start - of one of your turns. If multiple things can happen at the start of your turn, - you can do them in any order. When you call Ratcatcher, you move it from the mat - into play, and you trash a card from your hand. Ratcatcher is discarded that turn - with your other cards in play. ' - name: !!python/unicode 'Ratcatcher' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Action - - Trash this or a card from your hand. Look at the number of cards from the top - of your deck equal to the cost in Coins of the trashed card. Put one into your - hand and discard the rest.' - extra: !!python/unicode ' If you trash a card costing 0 Coins with this, you do - not get any cards. If you trash a card costing 1 Coin or more, you look at a number - of cards from the top of your deck equal to the cost in Coins of the trashed card, - take one into your hand, and discard the rest. For example if you trash an Estate, - you look at the top two cards of your deck, put one into your hand, and discard - the other one. You can trash the Raze itself; normally it costs 2 Coins, so you - would look at two cards. Costs may be affected by cards like Bridge Troll. Raze - is unaffected by the -1 Card token; if it is on top of your deck, replace it after - resolving Raze. ' - name: !!python/unicode 'Raze' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Action - - Put this on your Tavern mat. - - ______________________ - - Directly after resolving an Action, if it''s still in play, you may call this, - to replay that Action.' - extra: !!python/unicode ' When you play this, you get +1 Action and put it on your - Tavern mat. It stays on your mat until you call it, directly after resolving a - played Action card that is still in play. Royal Carriage cannot respond to Actions - that are no longer in play, such as a Reserve card that was put on the Tavern - mat, or a card that trashed itself (like a Raze used to trash itself). When called, - Royal Carriage causes you to replay the card you just played. You can call multiple - Royal Carriages to replay the same Action multiple times (provided the Action - is still in play). You completely resolve the Action before deciding whether or - not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration - card, Royal Carriage will stay in play until the Duration card is discarded from - play, to track the fact that the Duration card has been played twice. ' - name: !!python/unicode 'Royal Carriage' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Action - - +1 Coin - - Play up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin - paid.' - extra: !!python/unicode ' This lets you play Treasures in your Action phase. They - go into play and produce Coins, just like Treasures played in the Buy phase. Then - Storyteller turns all of your Coins into +Cards; for each Coin you have you lose - the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins - and draw 4 cards. This makes you lose all Coins you have so far that turn, including - the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you - directly, and any you made earlier in the turn. You can track that the Treasures - have been "spent" by putting them under the Storyteller. Potions, produced by - Potions from Alchemy, is not Coin and so is not lost and does not get you any - cards. ' - name: !!python/unicode 'Storyteller' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Until your next turn, when any other player buys - a card, he gains a Curse. - - At the start of your next turn: - - +3 Coins' - extra: !!python/unicode ' you will get + 3 Coins at the start of your next turn; - and until then, other players will gain a Curse whenever they buy a Card. Players - who buy multiple cards will gain a Curse per card bought; players who do not buy - any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, - and the player after you plays one, then the player after that will get three - Curses with any card bought. This does not affect cards gained other ways, only - bought cards. Buying Events is not buying cards and so does not trigger this. - If you play Swamp Hag and then take an extra turn immediately, such as with Mission - or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and - discard Swamp Hag that turn, and other players will never be affected by it. If - you want to use a Reaction card like Moat against Swamp Hag, you have to use it - right when Swamp Hag is played. ' - name: !!python/unicode 'Swamp Hag' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Action - - Put this on your Tavern mat. - - ______________________ - - At the start of your turn, you may call this, to trash a card from your hand, - gain a card costing up to 1 Coin more than it, and put that card into your hand.' - extra: !!python/unicode ' When you play this, you get +1 Action and put it on your - Tavern mat. It stays on your mat until you call it, at the start of one of your - turns. If multiple things can happen at the start of your turn, you can do them - in any order. When you call Transmogrify, it moves from the mat into play, and - you trash a card from your hand, then gain a card costing up to 1 Coin more than - the trashed card. The gained card comes from the Supply and is put into your hand; - if you had no cards to trash, you do not gain one. Transmogrify is discarded that - turn with your other cards in play. You may trash a card to gain a card costing - 1 Coin more, or the same amount, or less; you may trash a card to gain a copy - of the same card. ' - name: !!python/unicode 'Transmogrify' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '+1 Buy - - +4 Coins - - Put this on your Tavern mat. - - ______________________ - - At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard - this from your Tavern mat.' - extra: !!python/unicode ' When you play this, you get +1 Buy and + 4 Coins, and - put it on your Tavern mat. It stays on your mat until the end of one of your Buy - phases in which you have 2 Coins or more that you didn''t spend. At that point - you can discard Wine Merchant from your mat. If you have multiple Wine Merchants - on your mat, you don''t need 2 Coins per Wine Merchant, just 2 Coins total. ' - name: !!python/unicode 'Wine Merchant' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode '+1 Card - - +2 Actions - - ______________________ - - When you buy this, gain another Port.' - extra: !!python/unicode ' When you buy a Port, you gain another Port. If you gain - a Port some other way, you do not get an extra Port. There are 12 Ports in the - pile; use all 12. ' - name: !!python/unicode 'Port' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '1 Coin - - When you play this, put it on your Tavern mat. - - ______________________ - - Directly after resolving an Action, you may call this for +2 Actions.' - extra: !!python/unicode ' This is a Treasure worth 1 Coin. You play it in your Buy - phase, like other Treasures. When you play it, it goes on your Tavern mat. It - produces 1 Coin that turn but is no longer in play. It stays on the mat until - you call it. You can call it after resolving playing an Action card, for +2 Actions - (which will let you play further Action cards). Move the Coin of the Realm into - play when you call it, but it does not give you 1 Coin that turn, it just gives - +2 Actions. It is discarded that turn with your other cards in play. ' - name: !!python/unicode 'Coin of the Realm' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '2 Coins - - When you play this, each other player puts his -1 Card token on his deck.' - extra: !!python/unicode ' This is a Treasure worth 2 Coins. You play it in your - Buy phase, like other Treasures. When you play it, you also make each other player - put his -1 Card token on his deck, which will cause those players to draw one - less card the next time they draw cards; see the Tokens section. Relic is an Attack - despite not being an Action; it can be blocked with Moat and responded to with - Caravan Guard and so on. A player responding to Relic with Caravan Guard first - plays Caravan Guard, including drawing a card, and then puts his -1 Card token - on his deck. ' - name: !!python/unicode 'Relic' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure', !!python/unicode 'Attack'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode '2 Coins - - When you play this, gain a Gold and a Copper.' - extra: !!python/unicode ' This is a Treasure worth 2 Coins. You play it in your - Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold - from the Supply, putting them into your discard pile. If one of those piles is - empty, you still gain the other card. ' - name: !!python/unicode 'Treasure Trove' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Treasure'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Put this on your Tavern mat. - - ______________________ - - Worth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).' - extra: !!python/unicode ' This is a Victory card. Use 8 for games with 2 players, - or 12 for games with 3 or more players. This is also an Action card; when you - play it, you put it on your Tavern mat. It will stay there the rest of the game; - there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory - Points if it is on your mat, or 0 Victory Points if it is not. It counts as part - of your deck either way (for example it can contribute to how many Victory Points - a Gardens is worth). ' - name: !!python/unicode 'Distant Lands' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve', !!python/unicode 'Victory'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Card - - +1 Action - - ______________________ - - When you discard this from play, you may exchange it for a Treasure Hunter.' - extra: !!python/unicode ' See the section on Travelers. When you play Page, you - get +1 Card and +1 Action. When you discard it from play, you may return it to - its pile and take a Treasure Hunter, putting it into your discard pile. ' - name: !!python/unicode 'Page' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Buy - - +1 Coin - - ______________________ - - When you discard this from play, you may exchange it for a Soldier.' - extra: !!python/unicode ' See the section on Travelers. When you play Peasant, you - get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its - pile and take a Soldier, putting it into your discard pile. ' - name: !!python/unicode 'Peasant' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3*' - description: !!python/unicode '+1 Action - - +1 Coin - - Gain a Silver per card the player to your right gained in his last turn. - - ______________________ - - When you discard this from play, you may exchange it for a Warrior. - - (This is not in the Supply.)' - extra: !!python/unicode ' This counts all cards gained, not just bought cards. For - example if the player to your right played Amulet, gaining a Silver, then bought - a Duchy, you would gain two Silvers. The gained Silvers are put into your discard - pile. ' - name: !!python/unicode 'Treasure Hunter' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4*' - description: !!python/unicode '+2 Cards - - For each Traveller you have in play (including this), each other player discards - the top card of his deck and trashes it if it costs 3 Coins or 4 Coins. - - ______________________ - - When you discard this from play, you may exchange it for a Hero. - - (This is not in the Supply.)' - extra: !!python/unicode ' Each player, in turn order, discards the appropriate number - of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If - Warrior is your only Traveler in play, each other player will only discard and - potentially trash one card. If you, for example, have a Peasant, a Fugitive, and - the Warrior in play, each other player would discard and potentially trash three - cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. - Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 - Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such - as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 - Coin). Champion and Teacher are not Travelers. ' - name: !!python/unicode 'Warrior' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5*' - description: !!python/unicode '+2 Coins - - Gain a Treasure. - - ______________________ - - When you discard this from play, you may exchange it for a Champion. - - (This is not in the Supply.)' - extra: !!python/unicode ' The Treasure comes from the Supply and is put into your - discard pile. It can be any Treasure being used that game. ' - name: !!python/unicode 'Hero' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '6*' - description: !!python/unicode '+1 Action - - For the rest of the game, when another player plays an Attack, it doesn''t affect - you, and when you play an Action, +1 Action. - - (This stays in play. This is not in the Supply.)' - extra: !!python/unicode ' Champion stays in play for the rest of the game once played. - For the rest of the game, it provides you with an additional +1 Action each time - you play an Action, which means you will always be able to play all of your Actions; - and it protects you from all further Attacks played (whether you want the protection - or not). Champion only protects you from Attacks played after it; for example - it does not stop a previously played Swamp Hag from giving you Curses that turn. ' - name: !!python/unicode 'Champion' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Duration'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3*' - description: !!python/unicode '+2 Coins - - +1 Coin per other Attack you have in play. Each other player with 4 or more cards - in hand discards a card. - - ______________________ - - When you discard this from play, you may exchange it for a Fugitive. - - (This is not in the Supply.)' - extra: !!python/unicode ' This gives + 2 Coins, and then an additional + 1 Coin - per other Attack card you have in play. Then each other player with 4 or more - cards in hand discards a card. So for example if you play Soldier, then another - Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and - that opponent will discard a card, then you will get + 2 Coins and an extra + - 1 Coin while that opponent discards again. Soldier only cares about Attack cards - in play, not Attack cards played that turn; for example using Disciple on Soldier - will not produce an extra + 1 Coin, because there is no other Attack card in play. - Duration Attacks played on the previous turn are Attack cards in play and so do - count for Soldier. ' - name: !!python/unicode 'Soldier' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Attack', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4*' - description: !!python/unicode '+2 Cards - - +1 Action - - Discard a card. - - ______________________ - - When you discard this from play, you may exchange it for a Disciple. - - (This is not in the Supply.)' - extra: !!python/unicode ' When you play this, you draw 2 cards, get +1 Action, and - then discard a card from your hand. The discarded card does not have to be one - of the cards just drawn. ' - name: !!python/unicode 'Fugitive' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5*' - description: !!python/unicode 'You may play an Action card from your hand twice. - Gain a copy of it. - - ______________________ - - When you discard this from play, you may exchange it for a Teacher. - - (This is not in the Supply.)' - extra: !!python/unicode ' Playing an Action card from your hand is optional. If - you do play one, you play it twice, then gain a copy of it if possible; gaining - the copy is not optional once you have played it. The copy comes from the Supply - and is put into your discard pile; if the Action is a non-Supply card, such as - Fugitive, you can play it twice, but do not gain a copy of it. This does not use - up any extra Actions you were allowed to play due to cards like Port - Disciple - itself uses up one Action and that is it. You cannot play any other cards in between - resolving the Discipled Action card multiple times, unless that Action card specifically - tells you to (such as Disciple itself does). If you Disciple a card that gives - you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, - rather than the one you would have left if you just played two Artificers. If - you use Disciple on a Duration card, Disciple will stay in play until the Duration - card is discarded. ' - name: !!python/unicode 'Disciple' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Traveller'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '6*' - description: !!python/unicode 'Put this on your Tavern mat. - - ______________________ - - At the start of your turn, you may call this, to move your +1 Card, +1 Action, - +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when - you play a card from that pile, you first get that bonus). - - (This is not in the Supply.)' - extra: !!python/unicode ' When you play this, put it on your Tavern mat. It stays - on your mat until you call it at the start of one of your turns. If multiple things - can happen at the start of your turn, you can do them in any order. When you call - Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, - +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have - no tokens on. The token on the pile means that every time you play a card from - that pile, you will get the corresponding bonus - if you put your +1 Action token - on a pile, you will get an extra +1 Action when playing a card from that pile. - See the Tokens section. This cannot put a token on a pile you have tokens on, - including the tokens Teacher places as well as your - 2 Coin cost token and Trashing - token. This can put a token on a pile that other players have tokens on. Other - things can put tokens on a pile you put a token on with Teacher; it is just Teacher - itself that cannot put a token on a pile you have a token on. It is okay if the - pile has a token that does not belong to you or anyone, such as an Embargo token - (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if - you have an Estate token on a card set aside from that pile. ' - name: !!python/unicode 'Teacher' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Action', !!python/unicode 'Reserve'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '0' - description: !!python/unicode 'Once per turn: If you have no Treasures in play, - gain a card costing up to 4 Coin.' - extra: !!python/unicode ' You can only buy this once per turn. When you do, if you - have no Treasures in play, you gain a card costing up to 4 Coins. The gained card - comes from the Supply and is put into your discard pile. ' - name: !!python/unicode 'Alms' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Take your - 1 Coin token. Gain 2 cards each costing - up to 4 Coin.' - extra: !!python/unicode ' When you buy this, you take your - 1 Coin token, which - will cause you to get 1 Coin less the next time you get Coins. Then you gain - 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different - cards. ' - name: !!python/unicode 'Ball' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode 'Trash up to 2 cards you have in play.' - extra: !!python/unicode ' This only trashes cards you have in play, not cards from - your hand. You can trash zero, one, or two cards. If you trash Treasures with - this, this does not remove the 1 Coin you got from playing those Treasures this - turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins - for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant. ' - name: !!python/unicode 'Bonfire' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '0' - description: !!python/unicode '+1 Buy - - Once per turn: If your -1 Card token isn''t on your deck, put it there and +1 - Coin.' - extra: !!python/unicode ' You can only buy this once per turn. When you do, if your - -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The - -1 Card token will cause you to draw one less card the next time you draw cards; - see the Tokens section. ' - name: !!python/unicode 'Borrow' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode 'Draw 2 extra cards for your next hand.' - extra: !!python/unicode ' This increases the number of cards you draw in Clean- - up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition - you would draw 7, after two Expeditions you would draw 9, and so on. It only applies - for the turn you buy it. If you play Outpost (from Seaside), getting an extra - turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto - the base of 3 cards, for 5 cards total. ' - name: !!python/unicode 'Expedition' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode 'Move your - 2 Coin cost token to an Action Supply - pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 - Coin.' - extra: !!python/unicode ' When you buy this, you move your - 2 Coin cost token to - any Action Supply pile. This token makes cards from that pile cost 2 Coins less, - but not less than 0 Coins, on your turns; see the Tokens section. ' - name: !!python/unicode 'Ferry' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '7' - description: !!python/unicode 'Once per game: Set aside a non-Victory Action card - from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates - gain the abilities and types of that card).' - extra: !!python/unicode ' You can only buy this once per game. When you do, set - aside a non-Victory Action card from the Supply that costs up to 4 Coins, and - put your Estate token on it (the one depicting a house). This is not gaining a - card, and does not count for things that care about gaining, such as Treasure - Hunter; however at the end of the game, include the card in your deck when scoring. - For the rest of the game, all of your Estates have the abilities and types of - the set aside card. For example if you set aside a Port, then your Estates are - Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes - Estates you buy or otherwise gain during the game; if you used Inheritance on - a Port and then later bought an Estate, that Estate would come with a Port, just - as buying a Port gains you a Port. This only affects your own Estates, not Estates - of other players. An Estate is yours if either it started in your deck, or you - gained it or bought it, or you were passed it with Masquerade (from Intrigue). - An Estate stops being yours if you trash it, return it to the Supply, pass it - with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) - or Trader (from Hinterlands). There are no limits on the set aside card other - than being a non-Victory Action from the Supply costing up to 4 Coins; it may - be a Duration card, a Reaction card, and so on. It does not have to continue costing - up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates - are still worth 1 Victory Point when scoring at the end of the game. Your Estates - only copy abilities and types; they do not copy cost, name, or what pile they - are from (thus they don''t trigger tokens like +1 Action on the copied pile, and - are not the Bane for Young Witch from Cornucopia even if the copied pile is the - Bane). Starting Estates come from the Estates pile. ' - name: !!python/unicode 'Inheritance' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '6' - description: !!python/unicode 'Move your +1 Action token to an Action Supply pile - (when you play a card from that pile, you first get +1 Action).' - extra: !!python/unicode ' When you buy this, you move your +1 Action token to any - Action Supply pile. This token gives you +1 Action whenever you play a card from - that pile; see the Tokens section. ' - name: !!python/unicode 'Lost Arts' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode 'Once per turn: If the previous turn wasn''t yours, - take another turn after this one, in which you can''t buy cards.' - extra: !!python/unicode ' You can only buy this once per turn. When you do, if the - previous turn was not yours - if it was another player''s turn before this turn - - you take another turn after this turn ends. The extra turn is completely normal - except that you cannot buy cards during it. You can still buy Events, and play - cards, and gain cards in ways other than buying them (such as gaining a Silver - from Amulet), and exchange Travelers. Buying Mission during a turn granted by - Mission will not give you another turn, because the previous turn was yours. ' - name: !!python/unicode 'Mission' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '8' - description: !!python/unicode 'Move your +1 Card token to an Action Supply pile - (when you play a card from that pile, you first get +1 Card).' - extra: !!python/unicode ' When you buy this, you move your +1 Card token to any - Action Supply pile. This token gives you +1 Card whenever you play a card from - that pile; see the Tokens section. ' - name: !!python/unicode 'Pathfinding' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '4' - description: !!python/unicode 'Once per turn: Turn your Journey token over (it starts - face up); then if it''s face up, choose up to 3 differently named cards you have - in play and gain a copy of each.' - extra: !!python/unicode ' At the start of the game, place your Journey token (the - one with the boot) face up. You can only buy this once per turn. When you do, - turn your Journey token over. Then if it is face down, nothing more happens. If - it is face up, choose up to 3 cards you have in play with different names and - gain a copy of each. The copies you gain come from the Supply and are put into - your discard pile. So, every other time you buy this, you will gain up to 3 cards. - It does not matter what turned over the Journey token; you could turn it face - down with Ranger, then face up with Pilgrimage. ' - name: !!python/unicode 'Pilgrimage' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '3' - description: !!python/unicode 'Move your Trashing token to an Action Supply pile - (when you buy a card from that pile, you may trash a card from your hand.)' - extra: !!python/unicode ' When you buy this, you move your Trashing token (the one - depicting a tombstone) to any Action Supply pile. This token will let you trash - a card from your hand when buying a card from that pile; see the Tokens section. ' - name: !!python/unicode 'Plan' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '0' - description: !!python/unicode 'You may discard an Attack, two Curses, or six cards. - If you do, gain a Gold.' - extra: !!python/unicode ' You may either discard an Attack to gain a Gold, or discard - two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold - is put into your discard pile. You may choose to discard 6 cards despite not having - enough cards in hand; you will discard everything and not gain a Gold. You may - choose to discard two Curses despite only having one; you will discard that Curse - and not gain a Gold. ' - name: !!python/unicode 'Quest' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Gain a Silver per Silver you have in play. Each other - player puts his -1 Card token on his deck.' - extra: !!python/unicode ' This Event is like an Attack, but buying it is not playing - an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. - When you buy this, you gain a Silver for each Silver you have in play; for example, - with four Silvers in play, you would gain four Silvers. The Silvers go to your - discard pile; if there aren''t enough left, just take what is left. Then each - other player puts his -1 Card token on top of his deck, which will cause those - players to draw one less card the next time they draw cards; see the Tokens section. ' - name: !!python/unicode 'Raid' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '1' - description: !!python/unicode '+1 Buy - - Once per turn: Set aside a card from your hand, and put it into your hand at end - of turn (after drawing).' - extra: !!python/unicode ' You can only buy this once per turn. When you do, you - get +1 Buy (letting you buy another Event or a card afterwards), set aside a card - from your hand face down (the other players do not get to see it), and put it - into your hand at the end of the turn, after drawing your hand for the next turn. - For example you might set aside an unplayed Copper, and then after drawing your - 5 cards for next turn, add the Copper to your hand. ' - name: !!python/unicode 'Save' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+1 Buy - - Look at the top 5 cards of your deck. Discard 3 of them and put the rest back - on top of your deck in any order.' - extra: !!python/unicode ' When you buy this you get +1 Buy (letting you buy another - Event or a card afterwards). Then look at the top 5 cards of your deck, discarding - 3 and putting the rest on top of your deck in any order. If there are fewer than - 5 cards even after shuffling, you still discard 3 of them; if there are only 3 - cards left between your deck and discard pile, all 3 will be discarded. Scouting - Party is unaffected by the -1 Card token; if it is on top of your deck, replace - it after resolving Scouting Party. ' - name: !!python/unicode 'Scouting Party' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Gain an Action card costing up to 4 Coin. Move your - +1 Buy token to its pile (when you play a card from that pile, you first get +1 - Buy).' - extra: !!python/unicode ' When you buy this, first you gain an Action card costing - up to 4 Coins. The Action card comes from the Supply and is put into your discard - pile. Then move your +1 Buy token to the pile the Action card came from. The token - gives you +1 Buy when playing a card from that pile; see the Tokens section. It - only matters how much the card costs that you gain; the cost is not checked later. - For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll - (currently costing 4 Coins due to its own effect), and the token will stay there - even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin - (from Dark Ages) when he''s on top of the Knights pile; then your +1 Buy token - will be on the Knights pile, even though any remaining Knights will cost 5 Coins. - You cannot use Seaway on an empty pile just to move the +1 Buy token; you have - to pick a card you can gain. ' - name: !!python/unicode 'Seaway' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '5' - description: !!python/unicode 'Trash up to 2 cards from your hand. - - Gain a Silver per card you trashed.' - extra: !!python/unicode ' You may trash zero, one, or two cards from your hand. - For each card you actually trashed, you gain a Silver, putting it into your discard - pile. ' - name: !!python/unicode 'Trade' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '6' - description: !!python/unicode 'Move your + 1 Coin token to an Action Supply pile - (when you play a card from that pile, you first get + 1 Coin).' - extra: !!python/unicode ' When you buy this, you move your + 1 Coin token to any - Action Supply pile. This token gives you + 1 Coin whenever you play a card from - that pile; see the Tokens section. ' - name: !!python/unicode 'Training' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures' - cost: !!python/unicode '2' - description: !!python/unicode '+2 Buys - - When you gain a card this turn, you may put it on top of your deck.' - extra: !!python/unicode ' When you buy this, you get +2 Buys (letting you buy more - Events or cards afterwards). Then for the rest of the turn, whenever you gain - a card, you may put it on your deck. This works on cards you buy, as well as cards - gained other ways, such as gaining cards with Ball. It does not work on Travelers - exchanged for other cards; exchanging is not gaining. Putting the card on your - deck is optional each time you gain a card that turn; you could put some on top - and let the others go to your discard pile. ' - name: !!python/unicode 'Travelling Fair' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] -- !!python/object:__main__.Card - cardset: !!python/unicode 'adventures extras' - cost: !!python/unicode '*' - description: "Events are not Kingdom cards. In a player\u2019s Buy phase, when the\ - \ player can buy a card, the player can buy an Event instead. Buying an Event\ - \ means paying the cost indicated on the Event and then doing the effect of the\ - \ Event. The Event just stays on the table, the player does not take it; there\ - \ is no way for a player to gain one or end up with one in his deck. Buying an\ - \ Event uses up a Buy; normally a player can either buy a card, or buy an Event.\ - \ A player with two Buys, such as after playing Ranger, could buy two cards, or\ - \ buy two Events, or buy a card and an Event (in either order). The same Event\ - \ can be bought multiple times in a turn if the player has the Buys and available\ - \ to do it. Some Events give +Buys and so let the player buy further cards/Events\ - \ afterwards. Players cannot play further Treasures that turn after buying an\ - \ Event. Buying an Event is not buying a card and so does not trigger cards like\ - \ Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards\ - \ like Bridge Troll." - extra: "Events are not Kingdom cards. In a player\u2019s Buy phase, when the player\ - \ can buy a card, the player can buy an Event instead. Buying an Event means paying\ - \ the cost indicated on the Event and then doing the effect of the Event. The\ - \ Event just stays on the table, the player does not take it; there is no way\ - \ for a player to gain one or end up with one in his deck. Buying an Event uses\ - \ up a Buy; normally a player can either buy a card, or buy an Event. A player\ - \ with two Buys, such as after playing Ranger, could buy two cards, or buy two\ - \ Events, or buy a card and an Event (in either order). The same Event can be\ - \ bought multiple times in a turn if the player has the Buys and available to\ - \ do it. Some Events give +Buys and so let the player buy further cards/Events\ - \ afterwards. Players cannot play further Treasures that turn after buying an\ - \ Event. Buying an Event is not buying a card and so does not trigger cards like\ - \ Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards\ - \ like Bridge Troll." - name: !!python/unicode 'Events' - potcost: 0 - types: !!python/tuple [!!python/unicode 'Event'] diff --git a/card_db/en_us/mapping.json b/card_db/en_us/mapping.json new file mode 100644 index 0000000..40b12ca --- /dev/null +++ b/card_db/en_us/mapping.json @@ -0,0 +1,17 @@ +{ + "Action": "Action", + "Victory": "Victory", + "Attack": "Attack", + "Treasure": "Treasure", + "Reaction": "Reaction", + "Duration": "Duration", + "Prize": "Prize", + "Shelter": "Shelter", + "Ruins": "Ruins", + "Looter": "Looter", + "Curse": "Curse", + "Blank": "Blank", + "Reserve": "Reserve", + "Traveller": "Traveller", + "Event": "Event" +} diff --git a/card_db/en_us/mapping.yaml b/card_db/en_us/mapping.yaml deleted file mode 100644 index cad8c15..0000000 --- a/card_db/en_us/mapping.yaml +++ /dev/null @@ -1,15 +0,0 @@ -"Action": "Action" -"Victory": "Victory" -"Attack": "Attack" -"Treasure": "Treasure" -"Reaction": "Reaction" -"Duration": "Duration" -"Prize": "Prize" -"Shelter": "Shelter" -"Ruins": "Ruins" -"Looter": "Looter" -"Curse": "Curse" -"Blank": "Blank" -"Reserve": "Reserve" -"Traveller": "Traveller" -"Event": "Event" diff --git a/card_db/it/cards.json b/card_db/it/cards.json new file mode 100644 index 0000000..028df9e --- /dev/null +++ b/card_db/it/cards.json @@ -0,0 +1,2619 @@ +[ + { + "cardset": "dominion", + "cost": "2", + "description": "+1 Azione, Scarta qualsiadi numero di carte. +1 Carta per carta scartata.", + "extra": " Non puoi scartare il Sotterraneo con se stesso, siccome non è più nella tua mano quando ne risolvi l'effetto. Scegli quali carte scartare e le scarti tutte assieme. Peschi le carte solo dopo aver scartato. Se devi mescolare per pescare, le carte scartate si mesconlano con le altre .", + "name": "Sotterraneo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "Elimina fino a 4 carte dalla tua mano.", + "extra": " Non puoi eliminare la stessa Cappella dal momento che non si trova nella tua mano quando ne risolvi l'effetto. Potresti eliminare un'altra carta Cappella se fosse nella tua mano .", + "name": "Cappella", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "+2 Carte, Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, l'Attacco non ha effetto su di te.", + "extra": " Una carta Attacco è una carta con la scritta \"Attacco\" sul fondo (di solto, \"Azione - Attacco\"). Quando qualcun'altro gioca una carta Attacco, puoi rivelare il Fossato mostrandolo dalla tua mano agli altri giocatori per poi rimetterlo in mano (prima che si risolva la carta Attacco). La carta Attacco non ha quindi effetto su di te. Non otterrai una Maledizione a causa di una Strega o rivelare una carta a una Spia, e così via. Il Fossato non ferma nulla di quel che l'Attacco fa agli altri giocatori o a chi lo gioca; per esempio, se tutti rispondono col Fossato ad una Strega, la persona che ha giocato la Strega pesca comunque 2 carte. Il Fossato può anche essere giocato nel tuo turno come un'Azione per pescare 2 carte.", + "name": "Fossato", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+2 Monete, Puoi mettere immediatamente il tuo mazzo nella pila degli scarti.", + "extra": " Devi risolvere il Cancelliere (decidere se scartare o no il tuo mazzo) prima di fare altre cose nel tuo turno, come decidere cosa comprare o giocare un'altra carta Azione. Non puoi guardare nel tuo mazzo mentre lo scarti .", + "name": "Cancelliere", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Carta, +2 Azioni.", + "extra": " Se stai giocando più di un Villaggio, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne restano, questo trucco funziona tutte le volte.", + "name": "Villaggio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Acquisto, +2 Monete.", + "extra": " Durante la tua fase Acquisto, aggiungi 2 Monete al valore totale delle carte Tesoro che hai giocato, e puoi comprare un'ulteriore carta dalla Riserva.", + "name": "Taglialegna", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "Ottieni una carta che costi fino a 4 Monete.", + "extra": " La carta che ottieni finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che puoi ottenere. [Non puoi ottenere carte che abbiano una Pozione nel costo con l'Officina.]", + "name": "Officina", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Ottieni una carta Argento; mettila in cima al tuo mazzo. Ogni altro giocatore rivela una carta Vittoria dalla sua mano e la mette sul suo mazzo (o rivela una mano senza carte Vittoria).", + "extra": " Se non hai carte rimaste nel tuo mazzo quando giochi questa carta, la carta Argento che ottieni diventerà l'unica carta del tuo mazzo. Analogamente, se un altro giocatore non ha carte rimaste nel suo mazzo, la carta Vittoria che vi mette in cima diventerà l'unica carta del suo mazzo .", + "name": "Burocrate", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Elimina questa carta. Ottieni una carta che costi fino a 5 Monete.", + "extra": " La carta ottenuta finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Se usi Sala del Trono su Banchetto ottieni due carte, anche se puoi eliminare Banchetto solo una volta. Ottenere la carta non è legato all'eliminazione del Banchetto; sono solo due cose separata che la carte ti fa fare.", + "name": "Banchetto", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Variabile, Vale 1 ogni 10 carte nel tuo mazzo (per difetto).", + "extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non serve a nulla fino alla fine della partita, quando varrà un punto vittoria per ogni 10 carte nel tuo mazzo (contando tutte le carte - la tua pila degli scarti e la tua mano fan parte del tuo mazzo a questo punto). Arrotonda per difetto; se hai 39 carte, Giardini vale 3 punti vittoria. Durante la preparazione, metti 12 Giardini nella Riserva per una partita a 3 o più giocatori, e 8 nella Riserva per un gioco a 2 giocatori.", + "name": "Giardini", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+2 Monete, Ogni altro giocatore scarta fino ad avere 3 carte nella sua mano.", + "extra": " I giocatori attaccati scartano carte fino ad avere solo 3 carte in mano. I giocatori che avevano 3 o meno carte in mano quando Milizia è stata giocata non scartano nessuna carta.", + "name": "Milizia", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Elimina un Rame dalla tua mano. Se lo fai, +3 Monete.", + "extra": " Se non hai un Rame nella tua mano da eliminare, non ottieni le 3 Monete in più da spendere durante la fase Acquisto.", + "name": "Usuraio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 2 Monete in più della carta eliminata.", + "extra": " Non puoi eliminare la Miglioria dal momento che non si trova nella tua mano nel momento in cui risolvi l'Azione (puoi eliminare un'altra carta Miglioria dalla tua mano). Se non hai una carta da eliminare, non puoi ottenere carte dalla Miglioria. La carta ottenuta finisce nella tua pila degli scarti. Puoi ottenere carte solo dalla Riserva. La carta ottenuta non deve per forza costare esattamente 2 Monete in più della carta eliminata; può costare qualunque valore uguale o inferiore. Non puoi usare Monete da carte Tesoro o precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Puoi eliminare una carta per ottenere una copia della stessa carta.", + "name": "Miglioria", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+3 Carte.", + "extra": " Pesca tre carte.", + "name": "Fucina", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+1 Carta, +1 Azione, Ogni giocatore (incluso te) rivela la carta in cima al proprio mazzo, per poi scartarla o rimetterla al suo posto a tua scelta.", + "extra": " La Spia porta tutti i giocatori, incluso chi l'ha giocata, a rivelare la carta in cima al proprio mazzo. Nota che peschi la tua carta per aver giocato la Spia prima che qualsiasi carta venga rivelata. Chiunque non abbia carta rimaste nel mazzo deve mescolare per avere qualcosa da rivelare. Chiunque non abbia carte nonostante aver mescolato non rivela nulla. Il primo a rivelare è chi ha giocato la carta, quindi gli altri in ordine di turno. Le carte rivelate che non sono scartate tornano in cima al loro mazzo.", + "name": "Spia", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Ogni altro giocatore rivela le prime due carte del suo mazzo. Se fra le carte rivelate ci sono carte Tesoro, ne elimina una di tua scelta. Puoi ottenere le carte eliminate. Le altre carte rivelate vengono scartate.", + "extra": " Un giocatore con solo una carta rimasta nel mazzo rivela quella carta e poi mescola per avere l'altra carta da rivelare (senza includere la carta appena rivelata); un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che nonostante abbia mescolato non possegga le due carte da rivelare rivela quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato il Ladro, quindi quest'ultimo può ottenere qualsiasi carta eliminata che voglia. Si possono ottenere solo i Tesori appena eliminati, non quelli eliminati nei precedenti turni. Si possono ottenere tutti, alcuni o nessuno. I Tesori ottenuti vanno nella pila degli scarti. Quelli non ottenuti restano nella Pila delle Carte Eliminate.", + "name": "Ladro", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Scegli una carta Azione dalla tua mano. Giocala due volte.", + "extra": " Scegli un'altra carta Azione dalla tua mano, giocala, e poi giocala ancora. Il secondo utilizzo della carta Azione non usa alcuna Azione extra che tu possa avere. Risolvi completamente il giocare l'Azione per la prima volta prima di giocarla la seconda volta. Se usi Sala del Trono con un'altra Sala del Trono, giochi un'Azione, la usi due volte, quindi giochi un'altra Azione e la usi due volte: non risolvi una singola Azione quattro volte. Se usi Sala del Trono su una carta che ti da' +1 Azione, come Mercato, finirai con 2 Azioni rimaste al termine, che è interessante dal momento che se avessi davvero giocato due Mercato di fila avresti 1 Azione rimasta. Ricorda di contare il numero di Azioni che ti rimangono ad alta voce per non confonderti! Non puoi giocare altre Azioni fra la prima e la seconda volta che risolvi l'Azione della Sala del Trono.", + "name": "Sala del Trono", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+4 Carte, +1 Acquisto, Ogni altro giocatore pesca una carta.", + "extra": " Gli altri giocatori devono pescare una carta che lo vogliano o meno. Tutti i giocatori mescolano, se necessario.", + "name": "Sala del Consiglio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Azioni, +1 Acquisto, +2 Monete.", + "extra": " Se giochi più di una Fiera, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne rimangono; il trucco funziona ogni volta (esempio: \"Gioco Fiera e mi restano due Azioni. Gioco Mercato e mi restano due Azioni. Gioco un'altra Fiera e adesso mi restano tre Azioni...).", + "name": "Fiera", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Carte, +1 Azione.", + "extra": " Pesca due carte. Puoi giocare un'altra carta Azione durante la tua fase Azione.", + "name": "Laboratorio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Pesca fino ad avere 7 carte nella tua mano. Puoi mettere da parte qualsiasi carta Azione pescata in questo modo; scarta le carte messe da parte dopo aver finito di pescare.", + "extra": " Se devi mescolare mentre risolvi questa carta, le carte messe da parte non vengono mescolate nel nuovo mazzo. Saranno scartate quando avrai finito di pescare carte. Se finisci le carte anche dopo aver mescolato, metti in mano solo quelle che hai potuto pescare. Non sei obbligato a mettere da parte le Azioni, è una tua scelta. Se hai 7 o più carte in mano quando giochi la Biblioteca, non peschi nessuna carta.", + "name": "Biblioteca", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+1 Carta, +1 Azione, +1 Acquisto, +1 Moneta.", + "extra": " Pesca una carta. Puoi giocare un'altra carta Azione nella tua fase Azione. Durante la tua fase Acquisto, puoi comprare una carta addizionale dalla Riserva, e aggiungi una Moneta al valore totale delle carte Tesoro giocate.", + "name": "Mercato", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Elimina una carta Tesoro dalla tua mano. Ottieni una carta Tesoro che costi fino a 3 Monete in più; mettila nella tua mano.", + "extra": " Generalmente, puoi eliminare un Rame ed ottenere un Argento, o eliminare un Argento e ottenere un Oro. D'altra parte, puoi anche eliminare un Tesoro per ottenere lo stesso Tesoro o uno che costi di meno. La carta ottenuta finisce nella tua mano; quindi, puoi spenderla nello stesso turno. Se non hai una carta Tesoro in mano da eliminare, non puoi ottenere nulla.", + "name": "Miniera", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Carte, Ogni altro giocatore ottiene una carta Maledizione.", + "extra": " Se non ci sono abbastanza Maledizioni rimaste da dare a tutti quando giochi la Strega, le distribuisci in ordine di turno a cominciare dal giocatore che ti è successivo. Se giochi Strega quando non ci sono Maledizioni rimaste, peschi comunque 2 carte. Un giocatore che ottenga una Maledizione la mette a faccia in su nella sua pila degli scarti.", + "name": "Strega", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dominion", + "cost": "6", + "description": "Rivela carte dal tuo mazzo fino a rivelare 2 carte Tesoro. Metti queste carte Tesoro nella tua mano e scarta le altre carte rivelate.", + "extra": " Se finisce il mazzo mentre riveli carte, mescola. Non mescolarvi dentro le carte rivelate in quanto queste carte non vanno nella pila degli scarti finchè non finisci di rivelare carte. Se finisci le carte dopo aver mescolato ed hai trovato una sola carta Tesoro, metti in mano solo quella carta Tesoro.", + "name": "Esploratore", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "2", + "description": "+3 Carte, Metti una carta dalla tua mano in cima al tuo mazzo.", + "extra": " Peschi carte e le aggiungi alla tua mano prima di metterne una sul mazzo. La carta che poni sul mazzo può essere qualsiasi carta nella tua mano, non deve per forza essere una delle tre appena pescate.", + "name": "Cortile di Campagna", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "2", + "description": "Scegli due: +1 Carta, +1 Azione, +1 Acquisto, +1 Moneta. (le scelte devono essere diverse).", + "extra": " Prima scegli 2 fra le 4 opzioni. Non puoi scegliere la stesso opzione due volte. Dopo averle scelte entrambe, eseguile entrambe, nell'ordine che preferisci. Non puoi scegliere di pescare una carta e fare la seconda scelta dopo aver visto la carta pescata.", + "name": "Pedina", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "2", + "description": "Scarta qualsiasi numero di carte. +1 Moneta per carta scartata. - Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, +2 carte, poi metti 2 carte dalla tua mano in cima al tuo mazzo.", + "extra": " Quando giochi questa carta come Azione nel tuo turno, prima scarti qualsiasi numero di carte dalla tua mano, quindi ottieni 1 Moneta per ogni carta scartata. Puoi scegliere di scartare 0 carte, ottenendo zero Monete. L'altra abilità non fa nulla in questo caso in quanto si usa solo come Reazione. Quando qualcun'altro usa una carta Attacco, puoi rivelare Stanza Segreta dalla tua mano. Se lo fai, innanzitutto pesca 2 carte, quindi metti sul tuo mazzo 2 carte dalla tua mano in qualsiasi ordine. Le carte che metti sul mazzo non devono necessariamente essere quelle che hai pescato. Puoi anche mettere sul mazzo la Stanza Segreta stessa; è ancora nella tua mano quando la riveli. Rivelare la Stanza Segreta avviene prima che qualsiasi Attacco abbia effetto su di te. Per esempio, se un altro giocatore usa Ladro, puoi rivelare Stanza Segreta, pescare 2 carte, metterne sul mazzo 2, e quindi risolvere il venir colpito dal Ladro. Puoi rivelare Stanza Segreta ogni volta che un giocatore usa una carta Attacco, anche se quell'attacco non ti influenzerebbe. Inoltre, puoi rivelare più di una carta Reazione in risposta a un Attacco. Per esempio, dopo aver rivelato Stanza Segreta in risposta ad un Attacco ed averne risolto l'effetto, puoi ancora rivelare un Fossato per evitare completamente l'Attacco.", + "name": "Stanza Segreta", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "+1 Carta, +1 Azione, 1 ", + "extra": " Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, peschi una carta e puoi giocare un'altra Azione. Alla fine della partita vale 1 PV, come una Tenuta. Durante la preparazione, metti 12 Grandi Saloni nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Grande Salone", + "potcost": 0, + "types": [ + "Azione", + "Vittoria" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "+2 Carte, Ogni giocatore passa una carta dalla sua mano al giocatore alla propria sinistra. Puoi eliminare una carta dalla tua mano.", + "extra": " Prima peschi 2 carte. Successivamente, ogni giocatore (simultaneamente) scelgono una carta dalla propria mano e la mettono a faccia in giù sul tavolo fra loro e il giocatore alla loro sinistra. Il giocatore alla sinistra quindi mette questa carta nella propria mano. Le carte vengono passate simultaneamente, quindi non puoi guardare quale carta ti viene passata finchè non hai scelto quella da passare. Infine, puoi eliminare una carta dalla tua mano. Solo il giocatore che ha giocato Ballo in Maschera può eliminare una carta. Questo non è un Attacco e non vi si può rispondere con Fossato o Stanza Segreta.", + "name": "Ballo in Maschera", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "+2 Azioni, Rivela la tua mano. Se non hai carte Azione in mano, +2 Carte.", + "extra": " Ricevi 2 ulteriori Azioni da giocare a prescindere da tutto. Quindi devi rivelare la tua mano. Se non hai carte Azione in mano, peschi 2 carte. Se la prima carta che peschi è una carta Azione, peschi comunque la seconda carta. Le carte Azione - Vittoria sono carte Azione.", + "name": "Baraccopoli", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "Scegli: +2 Carte; o +2 Monete; o elimina 2 carte dalla tua mano.", + "extra": " Se scegli di eliminare 2 carte ed hai 2 o più carte in mano dopo aver giocato Maggiordomo, devi eliminare esattamente 2 carte. Puoi scegliere di eliminare 2 carte anche se hai solo una carta rimasta nella tua mano dopo aver giocato Maggiordomo; elimini solamente la carta rimasta. Non puoi prendere parte dei bonus: peschi 2 carte, ricevi 2 Monete, o elimini 2 carte.", + "name": "Maggiordomo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "+2 Monete, Ogni altro giocatore elimina la carta in cima al proprio mazzo ed ottiene una carta dello stesso costo di tua scelta.", + "extra": " Un giocatore senza carte rimaste nel mazzo deve prima mescolare; un giocatore che nonostante abbia mescolato sia ancora senza carte non elimina e non ottiene nulla. Il Truffatore si risolve in ordine di turno a cominciare dal giocatore alla tua sinistra. Le carte ottenute vanno nella pila degli scarti. Se un giocatore elimina una carta che costa 0, come un Rama, puoi scegliere di dargli una Maledizione (se ne rimangono). Puoi dare a un giocatore un'altra copia della carta eliminata. Le carte ottenute devono venire dalla Riserva, e devi scegliere una carta ancora presente se puoi (non puoi scegliere un mazzetto esaurito). Se non ci sono carte nella Riserva dello stesso costo di una carta eliminata, non viene ottenuta alcuna carta. Un giocatore che riveli il Fossato come Reazione non rivela carte dal suo mazzo, quindi non elimina ne ottiene carte.", + "name": "Truffatore", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "+1 Carta, +1 Azione, Nomina una carta, quindi rivela la carta in cima al tuo mazzo. Se è la carta nominata, mettila nella tua mano.", + "extra": " Prima peschi una carta. Quindi nomini una carta (\"Rame\", per esempio... non \"Carta Tesoro\") e riveli la prima carta del tuo mazzo; se è la carta nominata, la metti nella tua mano. Se non lo è, la rimetti in cima al mazzo.", + "name": "Pozzo dei Desideri", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "+1 Acquisto, Puoi scartare una carta Tenuta. Se lo fai, +4 Monete. Altrimenti, ottieni una carta Tenuta.", + "extra": " Non sei obbligato a scartare una Tenuta, anche se ce l'hai in mano. Ad ogni modo, se non scarti una Tenuta, devi ottenerne una (se ne rimangono); non puoi scegliere di avere solo +1 Acquisto da questa carta.", + "name": "Barone", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "+1 Acquisto, +1 Moneta. Tutte le carte (incluse le carte in mano ai giocatori) costano 1 Moneta in meno durante questo turno, ma non meno di 0 Monete.", + "extra": " I costi sono di 1 Moneta più bassa ai fini di tutto quanto. Per esempio, se giochi Villaggio, poi Ponte, poi Officina, potresti usare Officina per ottenere un Ducato (visto che ora il Ducato costa 4, grazie al Ponte). Quindi, se hai giocato 3 Monete, potresti comprare un Argento (per 2 Monete) e una Tenuta (per una Moneta). L'effetto vale anche per le carte nei mazzi dei giocatori. L'effetto è cumulativo; se usi Sala del Trono su un Ponte, tutte le carte costeranno 2 Monete in meno in questo turno. I costi non vanno mai sotto 0 Monete. Per questo motivo, se giochi Ponte seguito da Potenziamento, potresti eliminare un Rame (che ancora costa 0, anche se hai giocato Ponte) e ottenere una Pedina (che costa 1 dopo aver giocato Ponte).", + "name": "Ponte", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "+2 Monete. Se hai giocato 3 o più carte Azione in questo turno (questa inclusa): +1 Carta, +1 Azione.", + "extra": " Verifichi se Cospiratori ti conferisce +1 Carta e +1 Azione dopo averlo giocato. Le carte Azione giocate successivamente nel turno non cambiano questa valutazione. Ai fini del contare le Azioni, se usi Sala del Trono su di una Azione, è un'Azione per la Sala del Trono, una per l'Azione selezionata giocata la prima volta, e una per l'Azione selezionata giocata la seconda volta. Per esempio, se usi Sala del Trono su Cospiratori, il primo Cospiratori sarà la tua seconda Azione, e non ti darà +1 Carta e +1 Azione, ma il secondo Cospiratori sarà la tua terza Azione, ed otterrai +1 Carta e +1 Azione per questo secondo Cospiratori. Le carte Azione - Vittoria sono Azioni.", + "name": "Cospiratore", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "Le carte Rame valgono una Moneta in più durante questo turno.", + "extra": " Questo cambia solo quanti soldi ottieni quando giochi Rame. L'effetto è cumulativo; se usi Sala del Trono su Battirame, ogni Rame che giocherai in quel turno produrrà 3 Monete.", + "name": "Battirame", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "Ottieni una carta che costi fino a 4 Monete. Se è una carta Azione, +1 Azione. Se è una carta Tesoro, +1 Moneta. Se è una carta Vittoria, +1 Carta.", + "extra": " La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti. Ottieni un bonus a seconda del tipo di carta ottenuta. Una carta di due tipi ti fornisce entrambi i bonus; se usi Fonderia per ottenere un Grande Salone, pescherai una carta (visto che Grande Salone è una carta Vittoria) e potrai giocare un'altra Azione (visto che Grande Salone è una carta Azione). I costi delle carte sono modificati dal Ponte. [Non puoi ottenere una carta con una Pozione nel costo grazie a Fonderia.]", + "name": "Fonderia", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "+1 Carta, +2 Azioni. Puoi eliminare immediatamente questa carta. Se lo fai, +2 Monete.", + "extra": " Devi decidere se eliminare o meno il Villaggio Minerario prima di passare ad altre Azioni o ad altre fasi. Ottieni +1 Carta e +2 Azioni, che tu lo elimini no. Se lo elimini ricevi anche +2 Monete. Se usi Sala del Trono su un Villaggio Minerario, non puoi eliminare due volte Villaggio Minerario. Riceverai +1 Carta, +2 Azioni e +2 Monete la prima volta che lo giocherai ed eliminerai, e quando lo giocherai la seconda volta grazie a Sala del Trono avrai +1 Carta, +2 Azioni ma non potrai eliminarlo di nuovo.", + "name": "Villaggio Minerario", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "4", + "description": "+1 Azione. Rivela le prime 4 carte del tuo mazzo. Metti le carte Vittoria rivelate nella tua mano. Rimetti le altre carte in cima al tuo mazzo nell'ordine che preferisci.", + "extra": " Se ci sono meno di 4 carte rimaste nel tuo mazzo, rivela tutte le carte rimaste, mescola la tua pila degli scarti (che non include le carte appena rivelate), quindi rivela il resto delle carte necessarie. Le carte Azione - Vittoria sono carte Vittoria. Le carte Maledizione non sono carte Vittoria. Metti in mano tutte le carte Vittoria rivelate; non puoi lasciarne alcune in cima al mazzo. Non sei tenuto a rivelare l'ordine in cui rimetti le carte in cima al mazzo.", + "name": "Scout", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "Vale 1 per ogni Ducato in tuo possesso.", + "extra": " Questa carta non fa nulla fino alla fine della partita, quando varrà 1 PV per ogni Ducato in tuo possesso. Se contino tutte le tue carte, la tua pila degli scarti e la tua mano sono parte del mazzo a quel punto. Durante la preparazione, metti 12 Duchi nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Duca", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "+1 Azione, Scegli: +2 Monete; o scarta la tua mano, +4 Carte, e ogni altro giocatore che abbia almeno 5 carte nella propria mano scarta la sua mano e pesca 4 carte.", + "extra": " Ricevi +1 Azione qualunque scelta tu faccia. Le scelte sono +2 Monete, o tutto il resto: scartare, pescare 4 carte, e far scartare e pescare tutti gli altri giocatori. Un giocatore che reagisca col Fossato non scarta e non pesca. Gli altri giocatori vengono influenzati da questa carta solo se hanno 5 o più carte nelle loro mani. Gli altri giocatori possono usare Stanza Segreta quando giochi Tirapiedi anche se non hanno 5 o più carte nelle loro mani. [Scegli come usare Tirapiedi dopo che gli altri giocatori hanno rivelato le loro Reazioni.]", + "name": "Tirapiedi", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "Ogni altro giocatore rivela carte dalla cima del suo mazzo fino a rivelarne una che costi almeno 3 Monete. Elimina quella carta e può ottenerne una che costi al massimo 2 Monete in meno di essa. Scarta le altre carte rivelate.", + "extra": " Ogni altro giocatore rivela le carte dalla cima del proprio mazzo fino a quando non rivela una carta che costi 3 Monete o più. Se un giocatore deve mescolare per continuare a rivelare carte, non rimescola nel mazzo le carte già rivelate. Se rivela tutto il suo mazzo senza trovare nessuna carta che costi 3 o più Monete, semplicemente scarta tutte le carte rivelata. Se rivela una carta che costi 3 o più Monete, la elimina e può quindi scegliere di ottenere una carta che costi al massimo 2 Monete in meno della carta eliminata. Per esempio, se avesse eliminato una carta che costa 5 Monete, potrebbe ottenere una carta che valga fino a 3 Monete. La carta ottenuta deve venire dalla Riserva ed è messa nella sua pila degli scarti, così come lo sono le sue carte rivelate. I costi delle carte sono modificati dal Ponte.", + "name": "Sabotatore", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "+3 Carte, Ogni altro giocatore sceglie: scarta 2 carte; o ottiene una carta Maledizione, mettendola nella sua mano.", + "extra": " Ogni altro giocatore sceglie quale opzione subire e la subisce. Un giocatore può scegliere di ottenere una Maledizione anche se non ne rimane nessuno, in questo caso non ne ottiene; e un giocatore può scegliere di scartare 2 carte anche se non ha carte in mano o se ne ha una sola (se ne ha una sola, scarta quella). Le Maledizioni ottenute vanno in mano ai giocatori e non nelle loro pile degli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno a partire dal giocatore alla tua sinistra. Anche le decisioni seguono lo stesso ordine.", + "name": "Carceriere", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "Elimina 2 carte dalla tua mano. Se lo fai, ottieni una carta Argento; mettila nella tua mano.", + "extra": " Se hai due o più carte in mano, devi eliminare esattamente 2 carte e ottenere una carta Argento. L'Argento ottenuto va nella tua mano e può essere speso nello stesso turno. Se il mazzetto Argento è vuoto, non ottieni una carta Argento (ma elimini comunque se possibile). Se hai una sola carta rimasta in mano e giochi Stazione Commerciale, elimini la carta rimasta ma non ottieni una carta Argento. Se non hai carte in mano quando giochi questa carta, non succede nulla.", + "name": "Stazione Commerciale", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "Il giocatore alla tua sinistra scarta le prime 2 carte del suo mazzo. Per ogni carta dal nome diverso rivelata, se è una carta Azione, +2 Azioni; carta Tesoro, +2 Monete; carta Vittoria, +2 Carte.", + "extra": " Se il giocatore a te successivo ha meno di due carte rimaste nel mazzo, rivela tutte le carte del mazzo, mescola lo scarto (che non include quel che è stato appena rivelato), quindi rivela il resto necessario. Le carte rivelate sono poi scartate. Se il giocatore a te successivo non ha abbastanza carte per rivelarne 2, rivela quel che può. Ricevi bonus per i tipi di carte rivelati, contando solo le carte diverse. Una carta con 2 tipi ti fornisce entrambi i bonus. Quindi se il giocatore alla tua sinistra rivela Rame e Harem, ricevi + Monete e +2 carte; se rivela 2 Argenti, ricevi solo +2 Monete. Le Maledizioni non danno bonus.", + "name": "Tributo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "+1 Carta, +1 Azione, Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 1 Moneta più della carta eliminata.", + "extra": " Innanzitutto pesca una carta. Quindi, devi eliminare una carta dalla tua mano e ottenere una carta che costi esattamente 1 Moneta in più rispetto alla carta eliminata. La carta ottenuta deve venire dalla Riserva, e finisce nella tua pila degli scarti. Se non ci sono carte disponibili per quel costo, non ottieni nulla (hai comunque eliminato una carta). Se non hai una carta in mano da eliminare, non elimini ne ottieni carte. I costi delle carte sono influenzati dal Ponte. Dal momento che il Ponte influenza i costi sia della carta che elimini che delle carte che puoi ottenere, nella maggior parte dei casi il Ponte non avrà effetti. Ma siccome le carta non possono andare sotto il costo zero, un Ponte giocato prima di un Potenziamento ti permetterebbe di eliminare un Rame ed ottenere una Tenuta.", + "name": "Potenziameno", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "intrigo", + "cost": "6", + "description": "Vale 2 Monete, 2 ", + "extra": " Questa è sia una carta Tesoro che una carta Vittoria. Puoi giocarla per 2 Monete, proprio come una carta Argento. Alla fine della partita, vale 2 PV. Durante la preparazione, metti 12 Harem nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Harem", + "potcost": 0, + "types": [ + "Tesoro", + "Vittoria" + ] + }, + { + "cardset": "intrigo", + "cost": "6", + "description": "2 \nScegli: +3 Carte, o +2 Azioni.", + "extra": " Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, scegli se pescare 3 carte o avere altre 2 Azioni da giocare; uno o l'altro. Alla fine della partita, questa carta vale 2 PV. Durante la preparazione, metti 12 Nobili nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Nobili", + "potcost": 0, + "types": [ + "Azione", + "Vittoria" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Monete, Elimina questa carta. Metti un segnalino Embargo in cima ad un mazzetto della Riserva. - Quando un giocatore compra una carta, ottiene una carta Maledizione per ogni segnalino Embargo su quel mazzetto.", + "extra": " Puoi scegliere qualsiasi mazzetto nella Riserva. Se più carte Embargo vengono usate per mettere più segnalini Embargo sullo stesso mazzetto, un giocatore ottiene una carta Maledizione per ogni segnalino Embargo quando compra una carta da quel Mazzetto. Non ottieni carte Maledizione se ottieni una carta da un mazzetto con segnalini Embargo senza acquistarla (per esempio, se ottieni una carta coi Contrabbandieri). Se usi Sala del Trono su Embargo, piazzi due segnalini Embargo e non devono necessariamente andare sullo stesso mazzetto della Riserva. Se finisci i segnalini Embargo, usa qualsiasi cosa per sostituirli. Se non ci sono Maledizioni rimaste, i segnalini Embargo non fanno nulla.", + "name": "Embargo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Carta, +1 Azione, Metti da parte una carta coperta dalla tua mano. All'inizio del tuo prossimo turno, mettila nella tua mano.", + "extra": " Prima pesca una carta; quindi scegli una carta della tua mano e mettila da parte, coperta. Metti la carta da parte sopra la Rada, per ricordartene il motivo. Gli altri giocatori non possono vedere cosa hai messo da parte. Devi mettere da parte una carta; non è opzionale. La Rada e la carta rimangono lì fino all'inizio del tuo prossimo turno, momento nel quale prenderai in mano la carta messa via. La Rada in sè viene scartata nella fase Pulizia del turno successivo.", + "name": "Rada", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Azione, Ora e all'inizio del tuo prossimo turno: +1 Moneta. - Mentre questa carta è in gioco, quando un altro giocatore usa una carta Attacco, quella carta non ha effetto su di te.", + "extra": " Ricevi un'Azione e una Moneta in questo turno, e solo una Moneta nel prossimo turno. Le carte Attacco usate da altri giocatori non hanno effetto su di te, nemmeno se lo vorresti. Potresti rivelare Stanza Segreta per pescare 2 carte e metterne 2 dalla mano in cima al tuo mazzo quando una carta Attacco viene giocata, ma comunque non subire l'Attacco. Ricevi comunque i benefici (come + Carte) delle carte Attacco che giochi nel tuo turno. Il Faro viene scartato nella fase Pulizia del tuo prossimo turno.", + "name": "Faro", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Azioni, Scegli: metti da parte una carta coperta dalla tua mano sulla tua plancia Villaggio Indigeno; o prendi in mano tutte le carte dalla tua plancia Villaggio Indigeno. Puoi guardare le carte sulla tua plancia quando vuoi; rimettile nel tuo mazzo alla fine della partita.", + "extra": " La prima volta che ottieni una di queste carte, prendi una plancia Villaggio Indigeno. Quando giochi Villaggio Indigeno, prendi tutte le carte presenti sulla tua plancia Villaggio Indigeno e mettile nella tua mano, o metti via la prima carta del tuo mazzo coperta (mescola se necessario) sulla plancia Villaggio Indigeno. Puoi scegliere qualunque opzione anche se non hai carte sulla tua plancia o non hai carte nel tuo mazzo. Puoi guardare le tue carte sulla plancia in ogni momento. Alla fine della partita, qualsiasi carta che sia ancora sulla plancia torna nel tuo mazzo per il punteggio. Il Villaggio Indigeno in sè non viene messo via; va nella tua pila degli scarti nella fase Pulizia.", + "name": "Villaggio Indigeno", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Carta, +1 Azione, Guarda la carta in fondo al tuo mazzo. Puoi metterla in cima.", + "extra": " Pesca una carta prima di guardare la carta in fondo al tuo mazzo. Se piazzi la carta in cima al tuo mazzo, assicurati di non guardare la carta che vi sta sotto in fondo al mazzo mentre la prendi. Se non hai carte rimaste quando devi vedere il fondo, prima mescola.", + "name": "Pescatore di Perle", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Rivela una carta dalla tua mano. Rimetti fino a 2 copie di essa dalla tua mano alla Riserva. Quindi ogni altro giocatore ne ottiene una copia.", + "extra": " Prima scegli e rivela una carta dalla tua mano. Puoi mettere fino a 2 copie di quella carta dalla tua mano nella Riserva. Puoi anche non metterne alcuna. Quindi ogni altro giocatore ottiene una copia di quella carta dalla Riserva. Se il mazzetto della carta scelta finisce, alcuni giocatori potrebbereo non ottenerne una copia; le carte sono distribuite in ordine di turno a partire dal giocatore successivo. Se non hai altre carte in mano quando giochi questa carta, non succede nulla.", + "name": "Ambasciatore", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+2 Azioni, +1 Moneta, All'inizio del tuo prossimo turno: +1 Azione, +1 Moneta.", + "extra": " Ricevi 1 Moneta da spendere e 2 altre Azioni da usare in questo turno. All'inizio del tuo prossimo turno ricevi 1 Moneta e 1 Azione in più. Questo significa che potrai giocare un totale di 2 Azioni nel tuo prossimo turno (contando anche la tua normale Azione). Lascia questa carta davanti a te fino alla fase di Pulizia del tuo prossimo turno.", + "name": "Villaggio di Pescatori", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+1 Azione, Guarda le prime 3 carte del tuo mazzo. Eliminane una. Scartane una. Rimetti l'altra in cima al mazzo.", + "extra": " Se non hai 3 carte da guardare in cima al tuo mazzo, guardane quante puoi quindi mescola la tua pila degli scarti per vedere le carte che mancano. Devi vedere tutte e tre le carte prima di decidere quale eliminare, quale scartare, e quale carta rimettere in cima al mazzo. Se le 3 carte che guardi sono le ultime carte del tuo mazzo, la carta che rimetti a posto sarà l'unica carta del tuo mazzo. Se hai meno di tre carte da guardare, anche dopo aver mescolato, devi seguire le istruzioni sulla carta in ordine. Se hai una sola carta da guardare, devi eliminarla. Se ne hai due, devi eliminarne una e scartare l'altra.", + "name": "Vedetta", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Ottieni una copia di una carta che costi fino a 6 Monete che il giocatore alla tua destra abbia ottenuto nel suo ultimo turno.", + "extra": " Il turno che conta è l'ultimo giocato dal giocatore alla tua destra, anche se hai fatto più turni di fila. Se quel giocatore non ha ottenuto carte, o nessuna del costo di 6 Monete o meno, Contrabbandieri non fa nulla. Se quel giocatore ha ottenuto più di una carta che costi 6 o meno, scegli di quale ottenere una copia. Le carte ottenute devono venire dalla Riserva. Possono essere qualsiasi carta ottenuta, che sia comprata o ottenuta in altro modo; puoi persino ottenere una carta che il precedente giocatore abbia ottenuto tramite Contrabbandieri. Se il precedente giocatore ha ottenuto una carta tramite Mercato Nero, non potrai ottenerne una copia (non ce ne sono copie nella Riserva). Questo non è un Attacco; Faro e Fossato non possono fermarlo. Non puoi ottenere con Contrabbandieri carte che abbiano una Pozione nel costo.", + "name": "Contrabbandieri", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+3 Carte, +1 Azione, scarta 3 carte.", + "extra": " Se non hai 3 carte da pescare nel tuo mazzo, pescane quante puoi, mescola la tua pila degli scarti, e pesca il resto. Se ancora non sei in grado di pescare 3 carte, pescane quante puoi. Dovrai comunque scartare 3 carte se puoi, anche se non ne hai potute pescare 3. Puoi scartare qualsiasi carta nella tua mano, non necessariamente quelle pescate.", + "name": "Magazzino", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Carta, +1 Azione\nAll'inizio del tuo prossimo turno, +1 Carta.", + "extra": " Pesca una carta all'inizio del tuo prossimo turno (non prima); la Carovana viene scartata durante la fase di Pulizia del turno successivo.", + "name": "Carovana", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Monete, Ogni altro giocatore scarta una carta Rame (o rivela una carta senza Rame).", + "extra": " Gli altri giocatori devono scartare uno e un solo Rame. Se non hanno un Rame, devono rivelare la loro mano a tutti i giocatori.", + "name": "Borseggiatore", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Metti da parte questa e un'altra carta dalla tua mano sulla tua plancia Isola. Rimettile nel tuo mazzo alla fine della partita. 2 ", + "extra": " Quando ottieni questa carta per la prima volta, prendi una plancia Isola. L'Isola è sia una carta Azione che una carta Vittoria. Durante la preparazione, metti 12 Isole nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. L'Isola e la carta messa via con essa vengono poste scoperte sulla plancia Isola. Non vanno mescolate nel tuo mazzo quando devi mescolare. Tornano nel tuo mazzo alla fine della partita per calcolare i punti vittoria. L'Isola vale 2 PV. Se non hai altre carte in mano quando giochi Isola, metti via solo l'Isola. Se usi Sala del Trono sull'Isola, metti via l'Isola e due carte dalla tua mano. Puoi guardare le carte sulla plancia Isola in ogni momento, e possono vederle anche gli altri giocatori.", + "name": "Isola", + "potcost": 0, + "types": [ + "Azione", + "Vittoria" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Monete, Guarda le prima 5 carte del tuo mazzo. Scartale tutte, o rimettile in cima al tuo mazzo nell'ordine che preferisci.", + "extra": " Scarti tutte e 5 le carte o nessuna di essa. Se non le scarti, rimettile in cima al mazzo nell'ordine che preferisci. Se non ci sono 5 carte rimaste nel tuo mazzo, guardane quante puoi, quindi mescola la tua pila degli scarti (senza includere le carte appena guardate), e guarda le carte rimanenti. Se ancora non ce ne sono 5, guarda solo quelle che sono rimaste, e rimettile a posto o scartale.", + "name": "Navigatore", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Scegli: Ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Tesoro rivelata di tua scelta, scarta il resto e se è stata eliminata almeno una carta tesoro metti un segnalino Moneta sulla tua plancia Nave Pirata; o, +1 Moneta per ogni segnalino Moneta presente sulla tua plancia Nave Pirata.", + "extra": " Quando ottieni questa carta per la prima volta, prendi una plancia Nave Pirata. Se usi la Nave Pirata per eliminare Tesori, un giocatore con solo una carta rimasta la rivela e quindi mescola (senza includere la carta appena rivelata) per avere l'altra carta da rivelare; un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che ancora non abbia due carte da rivelare dopo aver mescolato rivela solo quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato Nave Pirata fra le carte rivelate. Se viene eliminata almeno una carta Tesoro in questo modo, metti un segnalino Moneta sulla plancia Nave Pirata. Non puoi ottenere più di un segnalino quando giochi questa carta, a prescindere da quanti Tesori vengano eliminati. Se scegli di non tentare di eliminare Tesori dagli altri giocatori, la Nave Pirata vale 1 Moneta per ogni segnalino Moneta presente sulla plancia. La Nave Pirata è una carta Azione - Attacco e i giocatori possono rivelare Stanza Segreta anche se la usi per ricevere + Monete. [Scegli come usare la Nave Pirata dopo che gli altri giocatori han finito di rivelare Reazioni.]", + "name": "Nave Pirata", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Acquisto, Elimina una carta dalla tua mano. +X Monete, X è il costo della carta eliminata.", + "extra": " Se hai almeno una carta nella tua mano, devi eliminarne una. Se non hai carte in mano rimaste da eliminare, non ricevi Monete ma hai comunque +1 Acquisto.", + "name": "Recupero", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Ogni altro giocatore scarta la carta in cime al proprio mazzo, quindi ottiene una carta Maledizione che mette in cima al proprio mazzo.", + "extra": " Un giocatore senza carte rimaste nel suo mazzo deve mescolare per avere una carta da scartare. Se dopo aver mescolato è ancora senza carte, non scarta. Un giocatore che scarti la sua ultima carta usa la Maledizione ottenuta come unica carta del suo mazzo. Se non ci sono abbastanza Maledizioni rimaste da dare, vengono distribuite in ordine di turno a partire dal giocatore a sinistra di chi ha giocato Megera dei Mari.", + "name": "Megera dei Mari", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Elimina questa e un'altra copia di Mappa del Tesoro dalla tua mano. Se hai eliminato due carte Mappa del Tesoro, ottieni 4 carte Oro, mettendole in cima al tuo mazzo.", + "extra": " Puoi giocare questa carta senza un'altra Mappa del Tesoro nella tua mano; se lo fai, eliminala senza guadagnare nulla. Devi scartare due vere copie di Mappa del Tesoro per ottenere gli Ori; quindi per esempio se usi Sala del Trono su una Mappa del Tesoro, con due altre Mappe del Tesoro in mano, la prima volta che si risolve Mappa del Teosoro la elimini con un'altra e ottieni 4 Ori, e la seconda volta che si risolve elimini l'altra tua Mappa del Tesoro ma non guadagni nulla (dal momento che non hai davvero eliminato la Mappa del Tesoro giocata in quel momento). Se non ci sono abbastanza carte Oro rimaste, ottieni quel che puoi. Gli Ori ottenuti vanno in cima al mazzo. Se il tuo mazzo era vuoto diventano le uniche carte del tuo mazzo.", + "name": "Mappa del Tesoro", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Carta, +2 Azioni, +1 Moneta.", + "extra": " Pesca una carta, hai altre 2 Azioni da usare, e ricevi 1 Moneta in più da spendere in questo turno.", + "name": "Bazaar", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Puoi rivelare una carta Provincia dalla tua mano. Se lo fai, ottieni una carta Oro e la metti nella tua mano. Altrimenti, guadagni una carta Argento e la metti nella tua mano.", + "extra": " Non sei costretto a rivelare una Provincia se ce l'hai in mano. Se ne riveli una ottieni un Oro, altrimenti ottieni un Argento. La carta ottenuta deve venire dalla Riserva e finisce nella tua mano; puoi spenderla nello stesso turno.", + "name": "Avventuriero", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+2 Carte, Ogni altro giocatore con 4 o più carte in mano mette carte dalla sua mano sopra al suo mazzo fino ad avere 3 carte in mano.", + "extra": " Gli altri giocatori scelgono queli carte mettere sui loro mazzi e in quale ordine. Questa carta non ha effetto su giocatori che abbiano già solo 3 carte in mano. Un giocatore senza carte rimaste nel mazzo non mescola; le carte messe sul mazzo diventano le uniche carte nel suo mazzo.", + "name": "Nave Fantasma", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Ora e all'inizio del tuo prossimo turno: +2 Monete.", + "extra": " Ricevi 2 Monete da spendere in questo turno, e altre 2 nel tuo prossimo turno. Lascia questa carta davanti a te fino alla fase Pulizia del tuo prossimo turno.", + "name": "Nave Mercantile", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Peschi solo 3 carte (invece di 5) nella fase Pulizia di questo turno. Gioca un turno extra al termine di questo. Questo non può portarti a fare più di due turni consecutivi.", + "extra": " Il turno extra è del tutto normale tranne che la tua mano iniziale per esso è di sole 3 carte. Questo significa che hai pescato solo 3 carte e non 5 durante la fase Pulizia del turno nel quale giochi Avamposto. Lascia Avamposto davanti a te fino alla fine del turno extra. Se giochi Avamposto e un'altra carta Durata, come Nave Mercantile, il turno dall'Avamposto sarà il \"prossimo turno\", quindi otterrai gli effetti in quel turno extra. Se giochi Avamposto due volte in un turno, avrai comunque un solo turno extra. Se giochi Avamposto durante un turno extra, non ti darà un altro turno.", + "name": "Avamposto", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Scarta la tua mano. Se hai scartato almeno una carta in questo modo, all'inizio del tuo prossimo turno +5 Carte, +1 Acquisto, e +1 Azione.", + "extra": " Aspetta l'inizio del tuo prossimo turno per pescare le 5 carte extra; non le peschi al termini del turno in cui hai giocato Stratega. Lo Stratega rimane davanti a te fino alla fase Pulizia del tuo prossimo turno. Dal momento che devi scartare almeno una carta per ottenere i bonus dallo Stratega, non è possibile usare Sala del Trono per ottenere +10 Carte, +2 Acquisti e +2 Azioni. Dovresti scartare tutte le tue carte col primo Stratega, e non avresti carte da scartare per guadagnare i bonus forniti dallo Stratega.", + "name": "Stratega", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Carta, +1 Azione, +1 Moneta, Quando scarti questa carta dal gioco, se non hai comprato carte Vittoria, puoi mettere questa carta in cima al tuo mazzo.", + "extra": " Se compri più di una carta e almeno una queste è una carta Vittoria, nessuno dei tuoi Tesori può essere posto sul tuo mazzo. Se hai giocato più di un Tesoro e non hai comprato una carta Vittoria in questo turno, puoi metterli tutti o alcuni sul tuo mazzo. Se te ne dimentichi e scarti un Tesoro nella tua pila degli scarti, hai essenzialmente scelto di non usare l'abilità opzionale. Non puoi andare a cercarti il Tesoro fra gli scarti. Ottenere una carta Vittoria senza comprarla, come con Contrabbandieri, non ti impedisce di mettere Tesoro sul tuo mazzo.", + "name": "Tesoro", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Ora e all'inizio del tuo prossimo turno: +2 Carte, +1 Acquisto.", + "extra": " Peschi 2 carte ed hai un Acquisto extra in questo turno, e peschi altre 2 carte con un Acquisto extra all'inizio del tuo prossimo turno. Non peschi le 2 carte extra per il prossimo turno fin quando quel turno non inizia. Tieni questa carta davanti a te fino alla fase Pulizia del prossimo turno.", + "name": "Molo", + "potcost": 0, + "types": [ + "Azione", + "Durata" + ] + }, + { + "cardset": "alchimia", + "cost": "0", + "description": "Elimina una carta dalla tua mano. Se è una carta Azione, ottieni un Ducato. Una carta Tesoro, ottieni una Trasmutazione. Una carta Vittoria, ottieni un Oro.", + "extra": " Se non hai carte rimaste in mano da eliminare, non ottieni nulla. Se elimini una Maledizione con questa carta, non ottieni nulla: la Maledizione non è un'Azione, un Tesoro o una carta Vittoria. Se elimini una carta con più di un tipo, ottieni ogni cosa applicabile. Per esempio, se elimini una carta Azione - Vittoria (come Nobili) ottieni sia un Ducato che un Oro. Le carte ottenute vengono dalla Riserva e finiscono nella tua pila degli scarti. Se non ci sono carte appropriate da ottenere, non le ottieni.", + "name": "Trasmutazione", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "0", + "description": "Vale 1 ogni 3 carte Azione nel tuo mazzo (per difetto).", + "extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto vittoria per ogni 3 carte Azione nel tuo mazzo (contando tutte le tue carte, la tua pila degli scarti e la mano fan parte del tuo mazzo a quel punto). Arrotonda per difetto; se hai 11 carte Azione, Vigna vale 3 punti vittoria. Durante la preparazione, metti 12 Vigne nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Vigna", + "potcost": 1, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "alchimia", + "cost": "2", + "description": "+1 Carta\n+1 Azione\nRivela le prima 4 carte del tuo mazzo. Metti le carte Rame e Pozione così rivelate nella tua mano. Metti le altre carte in cima al mazzo nell'ordine che preferisci.", + "extra": " Prima peschi una carta. Poi riveli le prime 4 carte del mazzo, metti tutti i Rame e le Pozioni nella tua mano, e rimetti il resto sul tuo mazzo. Se non ci sono 4 carte rimaste nel tuo mazzo, rivela quanto puoi e mescola per avere il resto. Se ancora non ci sono abbastanza carte, rivela quel che puoi. Qualsiasi carta che non sia ne Rame ne Pozione tornano sul tuo mazzo nell'ordine che vuoi. Non puoi scegliere di non prendere tutti i Rame e le Pozioni. Se dopo aver rivelato 4 carte non restano carte nel tuo mazzo, le carte che ci rimetti saranno le uniche carte nel tuo mazzo.", + "name": "Farmacista", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "2", + "description": "+1 Acquisto\n+1 Moneta\nQuando scarti questa carta dal gioco, puoi mettere una delle tue carte Tesoro dal gioco in cima al tuo mazzo.", + "extra": " Ricevi una Moneta extra da spendere in questo turno, e puoi comprare una carta addizionale nella fase Acquisto. Quando scarti questa carta dal gioco (di solito durante la fase Pulizia), puoi scegliere una carta Tesoro che hai in gioco e metterla in cima al tuo mazzo. Se non hai carte nel mazzo, quel Tesoro diventa l'unica carta del tuo mazzo. Scegli tu l'ordine in cui scartare carte nella fase Pulizia; quindi, per esempio, se hai Erborista, Pozione e Alchimista in gioco, potresti scegliere di scartare prima Alchimista, mettendolo sul mazzo, quindi scartare Erborista, e mettere la Pozione sul tuo mazzo. Se hai più di un Erborista in gioco, ognuno di loro ti può far mettere una carta Tesoro sul mazzo.", + "name": "Erborista", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "2", + "description": "+1 Azione\nOgni giocatore (te incluso) rivela la carta in cima al proprio mazzo e la scarta o rimette a posto, tua scelta. Quindi rivela carte dalla cima del tuo mazzo fino a rivelarne una che non sia una carta Azione.\nMetti nella tua mano tutte le carte così rivelate.", + "extra": " Prima riveli la prima carta dal mazzo di ogni giocatore, e decidi se viene scartata o rimesso a posto. Dopo aver finito con queste decisioni, rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia una carta Azione. Se finisci le carte senza rivelare una non Azione, mescola gli scarti e continua. Se non hai scarto rimasto, fermati. Metti tutte le carte Azione rivelate nella tua mano, più la prima non Azione rivelata. Se la prima carta rivelata non era un'Azione, solo quella va nella tua mano. Carte di tipi multipli, di cui uno è Azione, sono Azioni.", + "name": "Divinazione", + "potcost": 1, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "alchimia", + "cost": "2", + "description": "+2 Azioni\nPuoi ottenere una carta Azione che costi fino a 5 Monete.", + "extra": " Ottenere una carta Azione è opzionale. Se scegli di ottenerne una, viene dalla Riserva, deve costare non più di 5 Monete, e finisce nella tua pila degli scarti. Le carte di tipo multiplo, di cui uno è Azione, sono Azioni e possono essere ottenute in questo modo. Le carte con Pozione nel costo non possono essere ottenute da questa carta.", + "name": "Università", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "3", + "description": "+2 Carte\n+1 Azione\nQuando scarti questa carta dal gioco, puoi metterla in cima al tuo mazzo se hai una Pozione in gioco.", + "extra": " Quando lo giochi, peschi due carte e puoi giocare un'Azione addizionale in questo turno. Nella fase di Pulizia, quando lo scarti, se hai almeno una Pozione in gioco puoi mettere Alchimista in cima al tuo mazzo. E' opzionale e avviene prima di pescare la prossima mano. Se non hai carte nel mazzo quando lo fai, Alchimista diventa l'unica carta del mazzo. Se hai più di un Alchimista e una Pozione, puoi metterli tutti o alcuni sul tuo mazzo. Non è necessario che tu abbia comprato qualcosa con la Pozione, basta solo che tu l'abbia giocata.", + "name": "Alchimista", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "3", + "description": "+1 Carta\n+1 Azione\nOgni altro giocatore ottiene una Maledizione.", + "extra": " Se non ci sono abbastanza Maledizioni per tutti quando giochi Famiglio, distribuiscile in ordine di turno a cominciare dal giocatore alla tua sinistra. Se giochi Famiglio senza Maledizioni rimaste, ricevi comunque +1 Carta e +1 Azione. Un giocatore che ottenga una Maledizione la mette scoperta nella sua pila degli scarti.", + "name": "Famiglio", + "potcost": 1, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "alchimia", + "cost": "3", + "description": "Quando giochi questa carta, conta le carte nel tuo mazzo e nella tua pila degli scarti.\nVale 1 Moneta per ogni 5 carte che hai contato (per difetto).", + "extra": " Questa è una carta Tesoro. E' una carta Regno. Sarà presente solo in giochi in cui è presente come una delle 10 carte Regno. Viene giocata durante la tua fase Acquisto, come le altre carte Tesoro. Quando la giochi, conta il numero delle carte nel tuo mazzo e nella pila degli scarti, e dividi il totale per 5 (per difetto). Questo è il numero di Monete fornite dalla Pietra Filosofale. Una volta giocata, l'ammontare di Monete prodotte non cambia anche se il numero di carte cambia più avanti nel turno. La prossima volta che la giocherai, conta nuovamente. Se ne giochi copie multiple, ovviamente il numero sarà lo stesso per tutte loro. Non conta l'ordine delle carte nella tua pila degli scarti, ma quello del mazzo sì. Non modificarne l'ordine mentre conti! Potrai guardare nella tua pila degli scarti mentre conti. Puoi contare solo mazzo e pila degli scarti, non la tua mano o le carte messe da parte. Non puoi giocare altri Tesori dopo aver acquistato qualcosa nella tua fase Acquisto; quindi per esempio non puoi comprare una carta quindi giocare Pietra Filosofale e comprare un'altra carta.", + "name": "Pietra Filosofale", + "potcost": 1, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "alchimia", + "cost": "4", + "description": "Rivela carte dal tuo mazzo finchè non riveli due carte Azione che non siano Golem.\nScarta le altre carte, quindi gioca le due carte Azione nell'ordine che preferisci.", + "extra": " Rivela carte dalla cima del tuo mazzo, una alla volta, finchè non hai rivelato due carte Azione che non siano Golem. Se finisci le carte prima di rivelare due Azioni non Golem, mescola gli scarti (ma non le carte rivelate) e continua. Se finisci le carte e non hai scarto rimasto, tieni solo le Azioni che hai trovato. Scarta tutte le carte rivelate eccetto le carte Azione non Golem che hai trovato. Se non ne hai trovate, hai finito. Se ne hai trovata una, giocala. Se ne hai trovate due, giocale entrambe nell'ordine che vuoi. Non puoi scegliere di non giocare una di loro. Queste carte Azione non sono nella tua mano e quindi non sono influenzate da effetti che puntino carte nella tua mano. Per esempio, se una di loro è Sala del Trono non puoi giocarla sull'altra.", + "name": "Golem", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "5", + "description": "+1 Azione\nElimina una carta dalla tua mano.\n+1 Carta per ogni Moneta del suo costo.\n+2 Carte se ha una Pozione nel suo costo.", + "extra": " Se non hai carte in mano rimaste da eliminare, non peschi carte. Se elimini una carta che costa 0 Monete, come Maledizione o Rame, non peschi carte. Altrimenti peschi una carta per ogni Moneta nel costo della carta eliminata, e altre due carte se aveva Pozione nel suo costo. Per esempio se elimini un Golem che costa 4 Monete e 1 Pozione, peschi 6 carte.", + "name": "Apprendista", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "alchimia", + "cost": "6", + "description": "Il giocatore alla tua sinistra gioca un turno extra dopo di questo, in cui tu puoi vedere tutte le sue carte e prendere tutte le decisioni al posto suo. Ogni carta che otterrebbe in questo turno, la ottieni al posto suo; ogni sua carta che sarebbe eliminata viene messa da parte e rimessa nella sua pila degli scarti alla fine del turno.", + "extra": " Non stai giocando un turno col mazzo del giocatore alla tua sinistra; è quel giocatore a giocare il turno, con te a fare decisioni ed ottenere carte al suo posto. E' una differenza cruciale da tenere a mente quando si considerano le interazioni delle carte; il \"tu\" in tutte le carte si riferisce comunque al giocatore Posseduto, non il giocatore che Possiede. Possessione ha diversi effetti: puoi vedere le carte del giocatore Posseduto per l'intero turno, il che significa che vedrai la sua prossima mano durante la Pulizia. Vedrai anche qualsiasi carta egli possa vedere ai sensi delle regole; per esempio, puoi vedere le carte che ha messo da parte col Villaggio Indigeno. Puoi contare tutte le carte che può contare. Qualsiasi carta il giocatore Posseduto ottenga in qualsiasi modo, è da te ottenuta al suo posto; questo include carte Acquistate e carte ottenute tramite azioni. Le carte ottenute in questo modo vanno nella tua pila degli scarti, anche se sarebbero dovute andare nella sua mano o in cima al suo mazzo o altrove. Ottieni solo le sue carte, non i suoi segnalini (come quelli della Nave Pirata). Durante il turno Posseduto, ogni volta una carta del Posseduto è eliminata va messa da parte, e tornerò nella pila degli scarti del Posseduto a fine turno, dopo la Pulizia. Contano comunque come eliminate, quindi per esempio potresti avere +2 Monete dal Villaggio Minerario. Il fatto che a fine turno tornino negli scarti non le fa considerare ottenute. Le carte degli altri giocatori eliminate durante il turno Posseduto sono eliminate realmente. Le carte passate con Ballo in Maschera non sono ne ottenute ne eliminate, quindi passano normalmente. Le carte rimesse nella Riserva con Ambasciatore non sono eliminate, quindi tornano alla Riserva normalmente.", + "name": "Possessione", + "potcost": 1, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "3", + "description": "Vale 1 Moneta.\nQuando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scartala o eliminala. Scarta le altre carte.", + "extra": " Questa è una carta Tesoro che vale 1 Moneta, come Rame. Quando la giochi, riveli carte dalla cima del tuo mazzo fin quando riveli una carta Tesoro, quindi decidi se eliminare quella carta o scartarla. Dopodichè scarti tutte le altre carte rivelate. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Ricorda che puoi giocare le carte Tesoro in qualsiasi ordine nella fase Acquisto e puoi scegliere di non giocare alcuni dei tuoi Tesori se vuoi.", + "name": "Prestito", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "3", + "description": "+1 Acquisto\n+1 Moneta per ogni segnalino Moneta sulla plancia Mercante.\nElimina una carta dalla tua mano.\n__________\nPreparazione: Metti un segnalino Moneta su ogni mazzetto di carte Vittoria nella Riserva. Quando una carta viene ottenuta da quel mazzetto, sposta il segnalino Moneta dal mazzetto alla plancia Mercante.", + "extra": " Ricevi un Acquisto addizionale da usare nella tua fase Acquisto. Ricevi +1 Moneta per ogni segnalino sulla plancia Mercante. Quindi elimini una carta dalla tua mano. Se non hai carte rimaste in mano, non elimini nulla. L'ammontare che ricevi dal Mercante è uguale a +1 per ogni mazzetto di carte Vittoria di cui sia stata ottenuta almeno una carta dall'inizio della partita. Se le carte Vittoria sono state ottenute da fuori dalla Riserva, per esempio usando la carta promo Mercato Nero, non vengono conteggiate. Metti un segnalino Moneta su ogni mazzetto di carte Vittoria all'inizio della partita. Quando una carta è ottenuta da un mazzetto di carte Vittoria, sposta il suo segnalino sulla plancia Mercante. Quindi per esempio se in questa partita ci fosse la carta Harem, e finora fossero stati comprati Ducato e Harem, ma nessuno avesse ottenuto Provincie, Tenute o Colonie, il Mercante produrrebbe 2 Monete. Non importa chi abbia ottenuto le carte o come. Non ci sono Monete extra se da un mazzetto son state prese più carte o se è vuoto; quel che conta è che almeno una carta sia stata presa. Non importa se le carte sono state messe nella Riserva, come con l'Ambasciatore; al Mercante importa solo se una carta sia mai stata presa dal mazzetto in questa partita. Se usi il Mercato Nero e il Mercante è nel mazzetto del Mercato Nero, metti i segnalini Moneta sui mazzetti delle carte Vittoria all'inizio della partita.", + "name": "Mercante", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "3", + "description": "Pesca fino ad avere 6 carte in mano.\n__________\nQuando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, elimina quella carta o mettila in cima al tuo mazzo.", + "extra": " Quando giochi questa carta, peschi carte una alla volta fino ad averne 6 in mano. Se hai già 6 o più carte in mano, non peschi nessuna carta. Quando ottieni una carta, anche nel turno di qualcun'altro, puoi rivelare Torre di Guardia dalla tua mano, per eliminare la carta ottenuta o per metterla in cima al tuo mazzo. Puoi rivelare Torre di Guardia ogni volta che ottieni una carta; per esempio se un altro giocatore usa Ciarlatano, puoi usare Torre di Guardia per eliminare sia la Maledizione che il Rame, o per eliminare la Maledizione e mettere il Rame in cima al mazzo, o semplicemente eliminare la Maledizione, e così via. Hai comunque ottenuto la carta che dovevi ottenere; solo che la elimini immediatamente. Così se il Ciarlatano ti da' una Maledizione e tu la elimini, il mazzetto Maledizione avrà comunque una carta in meno. Puoi rivelare Torre di Guardia anche nel tuo stesso turno, per esempio mentre acquisti una carta o mentre ottieni una carta in altri modi (come con Ampliamento). Se usi Torre di Guardia per mettere una carta sul tuo mazzo ma non hai carte rimaste nel tuo mazzo, non mescoli; la carta ottenuta diventa l'unica carta del tuo mazzo. Rivelare Torre di Guardia non la toglie dalla tua mano; potresti rivelare Torre di Guardia in più turni avversari e averla ancora nel tuo turno per pescare fino a 6 carte. Quando le carte sono ottenute durante il turno di Possessione, il giocatore che ha giocato Possessione è quello che può usare Torre di Guardia, non quello Posseduto. Se una carta ottenuta deve andare da qualche parte che non sia lo scarto, come una carta ottenuta con Miniera, puoi comunque usare Torre di Guardia per eliminarla o metterla sul mazzo.", + "name": "Torre di Guardia", + "potcost": 0, + "types": [ + "Reazione" + ] + }, + { + "cardset": "prosperità", + "cost": "4", + "description": "+1 Moneta\n+1 segnalino \nElimina una carta dalla tua mano. + segnalini uguale alla metà del suo costo in Monete, per difetto.\nOgni altro giocatore può eliminare una carta dalla sua mano.", + "extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Eliminare una carta è opzionale per gli altri giocatori ma obbligatorio per te. Elimini una carta, quindi ogni altro giocatore può eliminare una carta, in ordine di turno. Solo chi ha giocato Vescovo può ottenerne segnalini PV. Il costo in Pozioni è ignorato. Se non hai carte rimaste nella tua mano da eliminare, ottieni comunque 1 Moneta e un segnalino PV.", + "name": "Vescovo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "4", + "description": "+2 Monete; +1 segnalino ", + "extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]", + "name": "Monumento", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "4", + "description": "Vale 1 Moneta.\n__________\nMentre questa carta è in gioco, le carte Azione costano 2 Monete in meno, ma non meno di 0 Monete.", + "extra": " Questa è una carta Tesoro che vale 1 Moneta, come il Rame. Mentre è in gioco, le carte Azione costano 2 Monete in meno, fino al minimo di 0 monete. E' cumulativa; se giochi due Cave durante la tua fase Acquisto, la Corte costerà solo 3 Monete e non le normali 7 Monete. Influenza i costi delle carte che sono sia Azioni che altri tipi, come Nobili. E' anche cumulativa con altri effetti che modificano i costi; se giochi Cantiere nella tua fase Azione, quindi due Cave nella tua fase Acquisto, l'Ambulante costerà 2 Monete. Influenza i costi delle carte ovunque, anche nelle mani dei giocatori.", + "name": "Cava", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "4", + "description": "Vale 1 Moneta.\n__________\nMentre questa carta è in gioco, quando acquisti una carta che costi 4 Monete o meno che non sia una carta Vittoria, ne ottieni una copia.", + "extra": " Questo è un Tesoro che vale 1 Moneta, come il Rame. Ogni volta che compri una carta non Vittoria che costi 4 Monete o meno mentre Talismano è in gioco, ottieni un'altra copia della carta comprata. Se non ci sono copie rimaste, non ne ottieni. Le carte ottenute vengono dalla Riserva e finisce nel tuo scarto. Se hai più di un Talismano, ottieni una copia ulteriori per ognuno; se compri più carte da 4 Monete o meno, il Talismano si applica a ognuna di loro. Per esempio se hai 2 Talismani, 4 Rame e 2 Acquisti, potresti comprare Argento e Mercante, ottenendo altri due Argento e altri due Mercanti. Il Talismano vale solo sulla carte comprate, non funziona con le carte ottenute in altro modo. Una carta è una carta Vittoria se Vittoria è uno dei suoi tipi; per esempio Grande Salone è una carta Azione - Vittoria, quindi è una carta Vittoria. Il Talismano verifica il costo della carta mentre la compri, non il suo costo normale; così per esempio funzionerebbe sull'Ambulante se hai giocato due carte Azione in questo turno, abbassando a 4 il costo dell'Ambulante, o funzionerebbe sul Mercato di Lusso se tu avessi giocato Cava. [Non puoi optare per non ottenere le carte addizionali fornite dal Talismano; devi ottenerle tutte se possibile.]", + "name": "Talismano", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "4", + "description": "+1 Carta\n+2 Azioni\n+1 Acquisto", + "extra": " Peschi una carta, puoi giocare altre due Azioni in questo turno, e puoi acquistare un'altra carta nella tua fase Acquisto in questo turno.", + "name": "Cantiere", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "+1 Carta\n+2 Azioni\nSe ci sono uno o più mazzetti vuoti nella Riserva, +1 Carta. Se ce ne sono due o più, +1 Moneta e +1 Acquisto.", + "extra": " Peschi una carta e puoi giocare altre due Azioni a prescindere da tutto quanto. Se c'è solo un mazzetto vuoto nella Riserva, peschi anche un'altra carta. Se ci sono due o più mazzetti vuoti, peschi una carta in più e ricevi anche +1 Moneta e un Acquisto in più. Non ci sono ulteriori bonus se tre o più mazzetti sono vuoi. Controlla quanti mazzetti sono vuoi solo quando giochi la carta; se i mazzetti si svuotano più tardi nel turno, non ottieni i bonus retroattivamente. Se un mazzetto cessa di essere vuoto a causa di carte che vi tornano, ad esempio tramite l'Ambasciatore, le Città giocate successivamente a ciò non considerano vuoto quel mazzetto. Una Pila delle Carte Eliminate vuote non conta.", + "name": "Città", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "Vale 3 Monete.\n+1 Acquisto\nQuando giochi questa carta, il giocatore alla tua sinistra nomina una carta. Non puoi comprare quella carta in questo turno.", + "extra": " Questo è un Tesoro che vale 3 Monete, come l'Oro. Quando lo giochi, ricevi +1 Acquisto, il giocatore alla tua sinistra nomina una carta, e non puoi comprare la carta nominata in questo turno. Questo non ti impedisce di ottenerla in altri modi diversi dall'acquistarla (ad esempio tramite Mucchio). Non è costretto a nominare una carta presente nella Riserva. Se giochi più di un Contrabbando nello stesso turno, il giocatore alla tua sinistra nomina una carta ogni volta; se nomina carte differenti, non puoi comprare nessuna delle carte nominate in questo turno. Puoi giocare Tesori in qualsiasi ordine, e risolvi questa abilità appena giochi questa carta, prima di giocare ulteriori Tesori. Nota che una volta che compri una carta nella fase Acquisto, non puoi giocare altri Tesori. Il numero di carte rimaste in mano a un giocatore è informazione pubblica, non nascondere quante carte hai in mano quando giochi Contrabbando.", + "name": "Contrabbando", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "Cerca nel tuo mazzo degli scarti, rivela qualsiasi numero di carte Rame presenti in esso, e mettile nella tua mano.", + "extra": " Questa carta ti fa cercare nella tua pila degli scarti, qualcosa che generalmente non ti è permesso. Puoi guardare nei tuoi scarti solo mentre giochi questa carta. Non devi mostrare agli altri giocatori la tua intera pila degli scarti, solo i Rame che ne ricavi. Dopo che hai preso i Rame, puoi lasciare le carte nello scarto in qualsiasi ordine.", + "name": "Contabilità", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "Puoi rivelare una carta Tesoro dalla tua mano. Ne ottieni una copia.\n__________\nQuando compri questa carta, elimina tutte le carte Tesoro che hai in gioco.", + "extra": " Quando compri questa carta, elimini tutte le tue carte Tesoro in gioco. Non elimini le carte Tesoro nella tua mano o altrove; solo quelle in gioco, se ce ne sono. Se compri più carte in un turno, elimini i tuoi Tesori subito dopo aver comprato la Zecca; hai ancora eventuali Monete prodotte per spenderle su qualcos'altro. Ricorda che non sei obbligato a giocare tutti i Tesori dalla tua mano ogni turno (solo quelli che vuoi che ti forniscano Monete). Non hai possibilità di giocare ulteriori carte Tesoro fra un'Acquisto e l'altro durante la fase; prima giochi carte Tesoro, poi compri carte. Quando giochi Zecca, riveli una carta Tesoro dalla tua mano e ne ottieni una copia dalla Riserva. La carta ottenuta finisce nel tuo scarto. La carta rivelata resta nella tua mano. La carta Tesoro può anche avere altri tipi, come Harem. Se compri una Zecca e usi Torre di Guardia per metterla in cima al mazzo o eliminarla, elimini comunque tutti i tuoi Tesori dal gioco. Comunque, se compri una Zecca col Sigillo Reale in gioco, il Sigillo Reale sarà sparito prima che tu possa usarlo per mettere Zecca in cima al tuo mazzo.", + "name": "Zecca", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "+2 Monete\nOgni altro giocatore può scartare una Maledizione. Se non lo fa, ottiene un Rame e una Maledizione.", + "extra": " Questa carta colpisce gli altri giocatori in ordine di turno. Ognuno degli altri giocatori sceglie se scartare o no una carta Maledizione dalla propria mano, e se non lo fa ottiene una Maledizione e un Rame dalla Riserva, mettendoli nello scarto. Se uno dei due mazzetti Maledizione o Rame è vuoto, ottiene comunque l'altra carta. Se sono vuoti entrambi, non ottiene nulla ma può comunque scartare una Maledizione se vuole. Un giocatore che usi Fossato come Reazione non può scartare una Maledizione, e non ottiene ne Maledizioni ne Rame: non puoi fare Fossato solo a parte dell'Attacco. Un giocatore che usi Torre di Guardia come Reazione può eliminare solo la Maledizione, solo il Rame, o entrambi.", + "name": "Ciarlatano", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "+3 Carte\nOgni altro giocatore rivela le prime 3 carte del suo mazzo, elimina le carte Azione e Tesoro rivelate, e rimette in cima le altre nell'ordine che preferisce.", + "extra": " Gli altri giocatori mescolano se necessario per avere tre carte da rivelare, e rivelano solo quel che hanno se non arrivano ad avere tre carte. Scartano le carte Azione e Tesoro rivelate e rimettono il resto sul mazzo nell'ordine che vogliono. Le carte con più di un tipo sono di tutti i loro tipi; per esempio se un giocatore rivela Nobili, è una carta Azione - Vittoria, il che significa che è un'Azione, quindi la scarta.", + "name": "Tumulto", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "Vale 2 Monete.\n__________\nMentre questa carta è in gioco, quando ottieni una carta, puoi mettere quella carta in cima al tuo mazzo.", + "extra": " Questo è un Tesoro che vale 2 Monete, come l'Argento. Se guadagni più di una carta mentre questa è in gioco, si applica ad ognuna di loro. Potresti metterne alcune e tutte sul tuo mazzo. Se usi quest'abilità e non ci sono carte rimaste nel tuo mazzo, non mescolare; le carte ottenute diventano le uniche del tuo mazzo. Il Sigillo Reale si applica a tutte le carte che ottieni mentre è in gioco, che siano comprate o ottenute in altro modo. Se giochi la carta Possessione, e nel turno extra fai giocare Sigillo Reale al giocatore Posseduto, non può mettere le carte sul suo mazzo: tu ottieni le carte, non lui.", + "name": "Sigillo Reale", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "+2 Carte\nScarta qualsiasi numero di carte. +1 Moneta per carta scartata.\nOgni altro giocatore può scartare 2 carte. Se lo fa, pesca una carta.", + "extra": " Qualsiasi numero\" include lo zero. Prima peschi le carte; puoi quindi scartare le carte che hai appena pescato. Ogni altro giocatore scegli se scartare due carte o meno, e pescare una carta se lo ha fatto. Se uno degli altri giocatori ha solo una carta, può scegliere di scartarla, ma non pescherà. Se un giocatore scarta ma non ha carte rimaste da pescare, mescola.", + "name": "Nascondiglio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "5", + "description": "Vale 1 Moneta.\nQuando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scarta le altre carte, e gioca quella carta Tesoro.", + "extra": " Questa è una carta Tesoro che vale 1 Moneta, come il Rame. Quando la giochi, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Se trovi un Tesoro, scarta le altre carte e gioca quel Tesoro. Se il Tesoro fa qualcosa quando giocato, fai quel qualcosa. Per esempio se il Soldo ti procura un altro Soldo, riveli ancora altre carte. Ricorda che scegli tu l'ordine in cui giocare carte Tesoro; per esempio se hai sia Soldo che Prestito in mano, puoi scegliere uno dei due da giocare per primo.", + "name": "Soldo", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "6", + "description": "+1 Acquisto\n+2 Monete\nOgni altro giocatore scarta fino ad avere 3 carte nella propria mano.\n__________\nMentre questa carta è in gioco, quando acquisti una carta, +1 segnalino .", + "extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Ricevi un segnalino PV per ogni carta che acquisti, ma non ottieni segnalini PV per le carte ottenute in altro modo. Copie multiple di Scagnozzi sono cumulative; se hai due Scagnozzi in gioco e compri un Argento, ricevi 2 segnalini PV. Comunque se usi Corte su Scagnozzi, anche se hai giocato la carta 3 volte hai comunque in gioco solo una copia della carta, quindi comprare un Argento ti darebbe un solo segnalino PV.", + "name": "Scagnozzi", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "prosperità", + "cost": "6", + "description": "+1 Carta\n+1 Azione\n+1 Acquisto\n+2 Monete\n__________\nNon puoi comprare questa carta se hai delle carte Rame in gioco.", + "extra": " Non sei obbligato a giocare tutti i Tesori che hai in mano nella tua fase Acquisto. I Rame nella tua mano non ti impediscono di comprare Mercato di Lusso, solo i Rame che giochi. Neanche i Rame che erano in gioco prima e ora non lo sono più ti impediscono di comprarlo; se hai in gioco 11 Rame e 2 Acquisti, potresti comprare una Zecca, eliminare tutti i Tesori che hai giocato, quindi comprare Mercato di Lusso con le Monete che ti restano. Puoi ottenere Mercato di Lusso in altri modi, per esempio con Ampliamento, che tu abbia o meno Rame in gioco. I Tesori che non sono Rame non impediscono di comprare Mercato di Lusso, anche se valgono 1 Moneta (come Prestito).", + "name": "Mercato di Lusso", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "6", + "description": "Vale 2 Monete.\n__________\nMentre questa carta è in gioco, quando acquisti una carta Vittoria ottieni una carta Oro.", + "extra": " Questo è un Tesoro che vale 2 Monete, come l'Argento. Quando compri una carta Vittoria con questa carta in gioco, guadagni un Oro dalla Riserva, mettendolo nel tuo scarto. Se non rimangono Ori, non ne ottieni. Se hai più di una carta Mucchio in giro, otterrai più di un Oro dall'acquisto di una singola carta Vittoria. Quindi se per esempio hai due Mucchio in gioco e nessun altro Tesoro, con +1 Acquisto, potresti comprare 2 Tenute ed ottenere 4 Ori. Le carte Vittoria includono carte che siano anche di altri tipi, come Nobili o Harem. Ottieni un Oro anche se usi Torre di Guardia per eliminare immediatamente la carta Vittoria ottenuta. Le carte Vittoria ottenute in modi diversi dall'acquisto non ti fanno ottenere Oro.", + "name": "Mucchio", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "7", + "description": "Vale ? Monete.\nQuando giochi questa carta, vale 1 Moneta per ogni carta Tesoro che hai in gioco (inclusa questa).", + "extra": " Questo è un Tesoro dal valore variabile. Quando giochi Banca, vale 1 Moneta per ogni Tesoro che hai in gioco, contando anche se stessa. Ricorda, scegli tu l'ordine in cui giochi le carte Tesoro. Se giochi Banca senza altri Tesori in gioco, vale 1 Moneta. Se giochi due copie di Banca di fila, la seconda che giochi vale 1 Moneta più della prima. La Banca produce Monete quando la giochi; ciò che avviene in seguito nel turno non cambia le Monete che ne ottieni.", + "name": "Banca", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "prosperità", + "cost": "7", + "description": "Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 3 Monete in più della carta eliminata.", + "extra": " Questa non è nella tua mano dopo che l'hai giocato, quindi non puoi sceglierla come carta da eliminare. La carta che ottieni costa fino a 3 Monete in più della carta eliminata, ma può costare qualsiasi ammontare inferiore, persino meno del costo della carta eliminata. Puoi eliminare una carta ed ottenere una copia della stessa carta. Se non hai carte in mano da eliminare, non ottieni carte. La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti.", + "name": "Ampliamento", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "7", + "description": "Elimina qualsiasi numero di carte dalla tua mano. Ottieni una carta che costi esattamente la somma del costo totale della carte eliminate.", + "extra": " Qualsiasi numero\" include lo zero. Se non elimini carte, devi ottenerne una che costa 0 Monete se puoi. E' diverso da come funzionano carte come Ampliamento se non elimini nulla, dal momento che Incastonare guarda il totale, non il costo della singola carta. Se non ci sono carte dal costo richiesto, non ottieni carte. La carta che ottieni viene dalla Riserva e finisce nella tua pila degli scarti. Simboli Pozione (sulle carte da Alchimia) non sono conteggiati, e la carta che ottieni non pul avere un simbolo Pozione nel costo.", + "name": "Incastonare", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "7", + "description": "Puoi scegliere una carta Azione dalla tua mano. Giocala tre volte.", + "extra": " Questa carta è simile a Sala del Trono, ma fa giocare l'Azione tre volte e non due. Scegli un'altra carta Azione dalla tua mano, la giochi, la giochi ancora, e la giochi una terza volta. Questo non consuma nessuna azione extra che ti era permessa da carte come Cantiere: Corte usa un'Azione e questo è tutto. Non puoi giocare altre carte mentre risolvi la carta giocata tre volte, a meno che non sia richiesto (come fa la stessa Corte). Se usi Corte su Corte, giocherai tre diverse Azioni tre volte, non usi nove volte una singola Azione. Se usi Corte su una carta che ti da' +1 Azione, come Mercato di Lusso, finirai con 3 Azioni rimaste.", + "name": "Corte", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "prosperità", + "cost": "8", + "description": "+1 Carta; +1 Azione; +2 Monete\n__________\nDurante la tua fase Acquisto, questa carta costas 2 Monete in meno per ogni carta Azione che hai in gioco, ma non meno di 0 Monete.", + "extra": " La maggior parte delle volte, questa carta costa 8 Monete. Durante le fasi Acquisti, costa 2 Monete in meno per ogni carta Azione che hai in gioco. Questo costo si applica a tutti gli Ambulanti, inclusi quelli in mano o nei mazzi. Non costa mai meno di 0 monete. Se giochi Corte su Cantiere, per esempio, hai solo due carte Azione in gioco, anche se hai giocato tre volte il Cantiere. Comprare carte usando la carta promo Mercato Nero non avviene durante la fase Acquisto, quindi in quel momento Ambulante costa ancora 8 Monete.", + "name": "Ambulante", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "promo", + "cost": "3", + "description": "+2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought carte on the bottom of the Black Market deck in any order.\n(Before the game, make a Black Market deck out of one copy of each Kingdom carta not in the supply.).", + "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", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "promo", + "cost": "4", + "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.", + "name": "Envoy", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.", + "extra": " Stash is a Treasure that produces 2 coins when played, like Silver. Whenever you shuffle your deck, you can choose where in your deck each copy of Stash that you have goes. You can't look at the fronts of the other cards in your deck to see where to put it; Stash itself has a different card back, so that's how you'll know where it is. If you have multiple copies of Stash, you can clump them together or spread them out or whatever you want. Since Stash has a different card back, you will also know if it's in a player's hand, or set aside for someone's Haven (from Seaside), and so on.", + "name": "Stash", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "promo", + "cost": "4", + "description": "+1 Card\n+2 Actions\nAt the start of Clean-up, if you have this and no more than one other Action carta in play, you may put this on top of your deck.", + "extra": " When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Dominion: Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Dominion: Seaside).", + "name": "Walled Village", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "+1 Action\nChoose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.", + "extra": " You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).", + "name": "Governor", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "promo", + "cost": "8", + "description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).", + "extra": " Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. ", + "name": "Prince", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Vale 1 Moneta.", + "extra": " 60 carte per partita.", + "name": "Rame", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "base", + "cost": "3", + "description": "Vale 2 Monete.", + "extra": " 40 carte per partita.", + "name": "Argento", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "base", + "cost": "6", + "description": "Vale 3 Monete.", + "extra": " 30 carte per partita.", + "name": "Oro", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "base", + "cost": "9", + "description": "Vale 5 Monete.", + "extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' un tesoro che vale 5 Monete. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]", + "name": "Platino", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "base", + "cost": "4", + "description": "Vale 1 Pozione.", + "extra": " Questa è una carta Tesoro base. Costa 4 Monete e produce una Pozione. Non è una carta Regno. Dopo che hai scelto 10 carte Regno per la Riserva, se qualsiasi di loro ha Pozioni nel costo aggiungi il mazzetto Pozione alla Riserva. Aggiungi il mazzetto Pozione se stai usando la carta promo Mercato Nero ed il suo mazzetto include almeno una carta con la Pozione nel costo. Se non hai carte con la Pozione nel costo nella Riserva o nel mazzetto del Mercato Nero, non usare il mazzetto Pozione in questa partita. Se hai un mazzetto Pozione, mettici tutte e 16 le Pozioni a prescindere dal numero di giocatori. In partite con questo mazzetto, se il mazzetto si svuota conta come uno dei tre che determinano il fine partita.", + "name": "Pozione", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "-1 ", + "extra": " Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva.", + "name": "Maledizione", + "potcost": 0, + "types": [ + "Maledizione" + ] + }, + { + "cardset": "base", + "cost": "2", + "description": "1 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.", + "name": "Tenuta", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "base", + "cost": "5", + "description": "3 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori..", + "name": "Ducato", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "base", + "cost": "8", + "description": "6 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori.", + "name": "Provincia", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "base", + "cost": "11", + "description": "10 ", + "extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' una carta Vittoria che vale 10 PV. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]", + "name": "Colonia", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Pila delle carte eliminate.", + "extra": "", + "name": "Carte Eliminate", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "0", + "description": "+1 Azione\nOttieni una carta Oro, mettendola in cima al tuo mazzo.\n(Questa carta non è nella Riserva.)", + "extra": " L'Oro che ottieni viene dalla Riserva e finisce in cima al tuo mazzo. Se il tuo mazzo non ha carte rimaste, diventa l'unica carta del tuo mazzo. Se non è rimasto Oro nella Riserva, non ne ottieni. Questo è un Premio; vedi le Regole Addizionali.", + "name": "Borsa d'Oro", + "potcost": 0, + "types": [ + "Azione", + "Premio" + ] + }, + { + "cardset": "cornucopia", + "cost": "0", + "description": "Vale 2 Monete.\nQuando giochi questa carta, +1 Moneta per ogni Azione inutilizzata che ti rimane (Azioni, non carte Azione).\n(Questa carta non è nella Riserva.)", + "extra": " Questo è un Tesoro che vale 2 Monete, come Argento. Lo giochi nella tua fase Acquisto, come gli altri Tesori. Quando lo giochi, ricevi +1 Moneta extra per ogni Azione inutilizzata che ti resta. Questo significa Azioni, non carte Azione. Quindi per esempio se giochi Villaggio Agricolo (che ti da' +2 Azioni) e poi Diadema, il Diadema ti darà +2 Monete extra, per 4 Monete totali. Se non giochi carte Azione del tutto nel tuo turno, ne avrai una inutilizzata, ottenendo 3 Monete in totale dal Diadema. Questo è un Premio; vedi le Regole Addizionali. ", + "name": "Diadema", + "potcost": 0, + "types": [ + "Tesoro", + "Premio" + ] + }, + { + "cardset": "cornucopia", + "cost": "0", + "description": "+2 Carte\nOttieni una Tenuta. Ogni altro giocatore ottiene una Maledizione e scarta fino ad avere 3 carte in mano.\n(Questa carta non è nella Riserva.)", + "extra": " Fai le cose nell'ordine riportato. Peschi 2 carte; poi ottieni una Tenuta dalla Riserva, mettendola nel tuo scarto; quindi ogni altro giocatore ottiene una Maledizione dalla riserva, mettendola nel suo scarto; quindi ogni altro giocatore scarta fino ad avere 3 carte in mano. Un giocatore con 3 o meno carte in mano non scarta nessuna carta. Se non ci sono Tenute rimaste, non ne ottieni. Se non ci sono abbastanza Maledizioni rimasta, distribuisci quelle che ci sono in ordine di turno. Questo è un Premio; vedi le Regole Addizionali. ", + "name": "Seguaci", + "potcost": 0, + "types": [ + "Azione", + "Attacco", + "Premio" + ] + }, + { + "cardset": "cornucopia", + "cost": "0", + "description": "+1 Acquisto\nMentre questa carta è in gioco, le carte costano 2 Monete in meno, ma non meno di 0 Monete.\n(Questa carta non è nella Riserva.)", + "extra": " Questa carta rende tutte le altre carte più economiche (minimo 0 carte) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte più economiche. Si applica alle carte ovunque: nella Riserva, in mano, nei mazzi. Per esempio se giochi Principessa e poi Rifacimento, eliminando un Rame potresti ottenere un Argento, visto che l'Argento costerebbe una Moneta mentre il Rame ne costerebbe comunque 0. Usare Sala del Trono su Principessa non fa costare di meno le carte, visto che c'è comunque una sola copia di Principessa in gioco. Questo è un Premio; vedi le Regole Addizionali. ", + "name": "Principessa", + "potcost": 0, + "types": [ + "Azione", + "Premio" + ] + }, + { + "cardset": "cornucopia", + "cost": "0", + "description": "Scegli due: +2 Carte; o +2 Azioni; o +2 Monete; o ottieni 4 carte Argento e metti tutto il tuo mazzo nella pila degli scarti.\n(Questa carta non è nella Riserva.)", + "extra": " Scegli due delle quattro opzioni; quindi svolgi le opzioni nell'ordine riportato. Quindi se scegli +2 Carte e l'ultima opzione, pescherai le carte prima di ottenere gli Argenti e mettere il tuo mazzo nello scarto. L'ultima opzione fa sia ottenere gli Argenti che mettere il mazzo nello scarto. Gli Argenti vengono dalla Riserva; se ce n'è meno di 4 rimasti, ottieni quelli che puoi. Non guardi nel tuo mazzo mentre lo metti nello scarto. Questo è un Premio; vedi le Regole Addizionali. ", + "name": "Destriero Fedele", + "potcost": 0, + "types": [ + "Azione", + "Premio" + ] + }, + { + "cardset": "cornucopia", + "cost": "2", + "description": "+1 Carta\n+1 Azione\nPuoi scartare una carta; Se lo fai, +1 Azione.\nPuoi scartare una carta; Se lo fai, +1 Acquisto.", + "extra": " Prima peschi una carta, e ricevi +1 Azione. Quindi puoi scartare una carta per ricevere un ulteriore +1 Azione, o scartare una carta per ricevere +1 Acquisto, o scartare 2 carte per ricevere entrambi i bonus, o non scartare nulla per non ricevere nulla. Ricevi solo il +1 Azione e +1 Acquisto extra se hai davvero scartato una carta per essi. Non puoi scartare più carte per ricevere più +1 Azione o più +1 Acquisto. ", + "name": "Borgo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+2 Monete\nOgni altro giocatore rivela carte dalla cima del proprio mazzo fino a rivelare una carta Vittoria o una Maledizione. La mette in cima al proprio mazzo e scarta le altre carte rivelate.", + "extra": " Ogni altro giocatore rivela carte dalla cima del suo mazzo finchè non rivela una carta Vittoria o Maledizione. Se finisce le carte prima di trovarne una, mescola il suo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trova nessuna, semplicemente scarte tutte le carte rivelate. Se ne trova una, mette la carta Vittoria o Maledizione in cima al suo mazzo, e scarta le altre carte rivelate. Se il sua mazzo non ha altre carte rimaste, diventa l'unica carta nel suo mazzo. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili) è una carta Vittoria. Non scegli Vittoria o Maledizione; l'effetto finisce alla prima carta che sia di uno dei due tipi. ", + "name": "Indovina", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+1 Azione\nRivela la tua mano.\nSe non ci sono carte con lo stesso nome, +3 Carte.\nAltrimenti, +1 Carta.", + "extra": " Se ci sono due o più carte nella tua mano con lo stesso nome, peschi solo una carta; se non ci sono duplicati, peschi tre carte. Contano solo i nomi delle carte per questo; Rame e Argento sono due carte diverse per esempio, anche se entrambe sono Tesori. Se non hai del tutto carte in mano dopo aver giocato Serraglio, non hai duplicati in mano e quindi peschi +3 Carte. ", + "name": "Serraglio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Azioni\nRivela carte dalla cima del tuo mazzo fin quando non riveli una carta Azione o una Carta Tesoro. Metti quella carta nella tua mano e scarta le altre carte rivelate.", + "extra": " Rivela carte dalla cima del tuo mazzo fin quando non riveli una carta Tesoro o Azione. Se finisci le carte prima di trovarne una, mescola il tuo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trovi una, scarta semplicemente tutte le carte rivelate. Se trovi una carta Azione o Tesoro, mettila nella tua mano e scarta il resto delle carte rivelate. Una carta di tipi multipli, uno dei quali sia Tesoro o Azione (per esempio Diadema, che è Tesoro - Premio), è una carta Tesoro o Azione e quindi verrà pescata da questo. Non scegli Azione o Tesoro; ti fermi sulla prima carta che sia di uno dei due tipi. ", + "name": "Villaggio Agricolo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Acquisto\n+3 Monete\nScarta 2 Carte\nQuando un altro giocatore usa una carta Attacco, puoi mettere da parte questa carta dalla tua mano. Se lo fai, all'inizio del tuo prossimo turno +1 Carta e rimetti nella tua mano il Mercante di Cavalli.", + "extra": " quando giochi questa carta, ricevi +1 Acquisto e +3 Monete, e scarti 2 carte dalla tua mano. Se non hai abbastanza carte da scartare, scarta quel che puoi; ricevi comunque +1 Acquisto e +3 Monete. Quando un altro giocatore usa una carta Attacco, prima che quella carta faccia qualsiasi cosa puoi rivelare questa carta dalla tua mano. Se lo fai, mettila da parte e all'inizio del tuo prossimo turno la rimetti nella tua mano e peschi una carta. Mentre è messa da parte, non è ne in gioco ne nella tua mano, e non può ulteriormente essere messa rivelata agli Attacchi. Quindi funzionerà solo una volta per giro di turni. Puoi rivelarla per un Attacco e ancora giocarla nel tuo prossimo turno. Puoi rivelare più di un Mercante di Cavalli in risposta a un singolo Attacco. Per esempio, se un altro giocatore usa Seguaci, potresti rivelare e mettere da parte due Mercanti di Cavalli dalla tua mano, ottenere una Maledizione e non scartare carte, visto che avresti 3 carte in mano a quel punto. Quindi al tuo prossimo turno riprenderesti in mano i due Mercanti di Cavalli e pescheresti altre due carte. ", + "name": "Mercante di Cavalli", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "Fallo due volte: Elimina una carta della tua mano, quindi ottiene una carta che costi esattamente 1 Moneta in più della carta eliminata.", + "extra": " Elimina una carta dalla tua mano, e ottieni una carta che costi esattamente 1 Moneta più di essa; quindi elimina un'altra carta dalla tua mano, e ottieni una carta che costi esattamente 1 Moneta più di quella carta. Se non hai carte in mano, non elimini niente e non ottieni niente; se hai solo una carta in mano, eliminala e ottieni una carta che costi 1 Moneta più di essa. Le carte ottenute vengono dalla Riserva e sono poste nel tuo scarto. Se non c'è una carta del costo esatto necessario, non ottieni carte per quella carta eliminata. Per esempio potresti usare Rifacimento per eliminare una Tenuta, ottenendo un Argento, e quindi eliminare un Rame, ottenendo nulla. ", + "name": "Rifacimento", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Azione\nOgni giocatore può rivelare una carta Provincia dalla sua mano. Se tu lo fai, scartala ed ottieni un Premio (dal mazzetto Premio) o un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se nessun'altro rivela una carta Provincia, +1 Carta +1 Moneta.", + "extra": " Per prima cosa ricevi +1 Azione. Quindi ogni altro giocatore, te incluso, può rivelare una carta Provincia dalla propria mano. Quindi, se hai rivelato una Provincia, scarta quella carte e ottieni un Premio a tua scelta oppure un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se non c'erano carte nel tuo mazzo, essa diventa l'unica carta nel tuo mazzo. Ci sono 5 Premi, disposti all'inizio della partita; vedi la Preparazione. Puoi ottenere Premi solo dal mazzetto Premi. Puoi ottenere qualsiasi Premio dal mazzetto Premi; non sei obbligato ad ottenere quello in cima. Puoi ottenere un Ducato, che i Premi siano o no terminati. Puoi scegliere di ottenere un Ducato anche se il mazzetto Ducati è vuoto, o un Premio anche se non ne sono rimasti; in questi casi non ottieni nulla. Dopo aver ottenuto o meno la tua carta, se nessun'altro giocatore ha rivelato Province peschi una carta e ricevi +1 Moneta. ", + "name": "Torneo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Carte\nScarta 2 carte. Ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano.\nSe non lo fa, ottiene una Maledizione.\nPreparazione: Aggiungi un mazzetto extra di carte Regno che costi 2 o 3 Monete alla Riserva. Le carte da quel mazzetto sono carte Scongiuro.", + "extra": " Questa carta fa sì che ci sia un mazzetto extra nella Riserva, chiamato mazzetto Scongiuro; vedi Preparazione. Il mazzetto extra è come tutti gli altri mazzetti Regno: può essere comprato, ottenuto con carte come Cornucopia, conta per il fine partita. Quando giochi Giovane Strega, dopo aver pescato 2 carte e scartato 2 carte, ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano; se non lo fa, ottiene una Maledizione. Questo Attacco colpisce gli altri giocatori in ordine di turno. I giocatori possono comunque rispondere alla Giovane Strega con carte Reazione come Mercante di Cavalli o Fossato; questi si applicano prima dello Scongiuro. Se la carta Stanza Segreta è lo Scongiuro, prima puoi rivelarla per la sua abilità di Reazione, e poi, se è ancora nella tua mano, puoi rivelarla come Scongiuro per evitare di ottenere una Maledizione. ", + "name": "Giovane Strega", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Rivela le prima 4 carte del tuo mazzo, quindi scartele. +1 Moneta per ogni carta dal nome differente rivelata.", + "extra": " Rivela le prime 4 carte del tuo mazzo. Se non ci sono abbastanza carte, rivela quel che puoi, mescola il tuo scarto, e rivela il resto. Se ancora non ci sono 4 carte in totale da rivelare, rivela quel che puoi. Scarti le carte rivelate, e ricevi +1 Moneta per ogni carta dal nome diverso rivelata. Per esempio se avessi rivelato Rame, Argento, Rame, Tenuta riceveresti +3 Monete. ", + "name": "Mietitura", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Vale 0 Monete\nQuando giochi questa carta, ottieni una carta che costi fino a 1 Moneta per ogni carta di nome differente che tu abbia in gioco, inclusa questa. Se usi Cornucopia per ottenere una carta Vittoria, elimina Cornucopia.", + "extra": " Questa è una carta Tesoro che vale 0 Monete. La giochi nella tua fase Acquisto, come gli altri Tesori. Non produce Monete da spendere. Comunque, quando la giochi, ottieni una carta che costi fino al numero di carte dal nome diverso che hai in gioco. Include se stessa, altri Tesori giocati, Azioni giocate, e qualsiasi carta Durata dal turno precedente. Conta solo le carte attualmente in gioco, non quelle che c'erano ma non ci sono più; se per esempio avessi giocato un Banchetto in questo turno, lo avresti eliminato, quindi non sarebbe in gioco e non conterebbe per Cornucopia. La carta che ottieni deve venire dalla Riserva, e finisce nel tuo scarto. Se è una carta Vittoria, elimina Cornucopia. Carte di tipi multipli, di cui uno è Vittoria (come Nobili) sono carte Vittoria. Non sei obbligato a giocare Cornucopia nella tua fase Acquisto, e scegli tu l'ordine in cui giochi i Tesori. Non elimini Cornucopia se ottieni una carta Vittora in qualche altro mondo mentre è in gioco (per esempio comprandola). ", + "name": "Cornucopia", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+1 Carta\n+1 Azione\nRivela la tua mano. Rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia un duplicato di nessuna delle tua carte in mano, metti in mano quella carta e scarta le altre carte rivelate.", + "extra": " Prima peschi una carta e ricevi +1 Azione. Quindi riveli la tua mano, e riveli carte dalla cima del tuo mazzo fino a rivelarne una che non sia un duplicato di una carte nella tua mano. Una carta non è un duplicato di una nella tua mano se non ha lo stesso nome di nessuna delle carte nella tua mano. Se finisci le carte mentre riveli carte, mescola il tuo scarto (ma non le carte rivelate) e continua a rivelare carte. Se ancora non ne trovi nessuna, scarta solo tutte le carte rivelate del tuo mazzo. Se trovi una carta diversa da tutte le carte nella tua mano, mettila in mano e scarta le altre carte rivelate. ", + "name": "Battuta di Caccia", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+2 Monete\nOgni altro giocatore scarta la carta in cima al proprio mazzo. Se è una carta Vittoria ottiene una Maledizione. Altrimenti, ottiene una copia della carta scartata o la ottieni tu, a tua scelta.", + "extra": " Ogni giocatore senza carte nel mazzo mescola lo scarto per avere una carta da scartare. Se ancora non ha carta, non scarta. Per ogni giocatore che abbia scartato una carta, se è una carta Vittoria questi ottiene una Maledizione, altrimenti scegli se quel giocatore ottiene una copia di quella carta o se la ottieni tu. Le copie ottenute e le Maledizioni vengono dalla Riserva e finiscono nelle pile dello scarto di chi le ha ottenute. Se viene rivelata una carta di cui non sono rimaste copie nella Riserva, nessuno ne ottiene copie. Questo Attacco colpisce gli altri giocatori in ordine di turno. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili), è una carta Vittoria. ", + "name": "Giullare", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "cornucopia", + "cost": "6", + "description": "Vale 2 per ogni 5 carte dal nome diverso nel tuo mazzo (per difetto)", + "extra": " Alla fine della partita, questa carta vale 2 PV ogni 5 carte dal nome diverso nel tuo mazzo, per difetto. Quindi se hai da 0 a 4 carte diverse, vale 0 PV; se ne hai da 5 a 9, vale 2 PV; da 10 a 14, vale 4 PV; da 15 a 19, vale 6 PV e così via. Di base ci sono solo 17 carte diverse disponibili in ogni partita, ma a volte potrebbero esserci più carte, ad esempio a causa della regola di preparazione di Giovane Strega, o per il Torneo. Durante la preparazione, metti 12 Mercatini nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Mercatino", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "2", + "description": "Rivela la tua mano.\n+1 Carta per ogni carta Vittoria rivelata. Se questa è la prima volta che giochi una carta Incrocio in questo turno, +3 Azioni.", + "extra": " Prima rivela la tua mano, e pesca una carta per ogni carta Vittoria rivelata, se presenti. Le carte rivelate rimangono nella tua mano. Le carte con due tipi, di cui uno sia Vittoria, sono carte Vittoria. Quindi, se questa è la prima volta che giochi un Incrocio in questo turno, ricevi +3 Azioni. Ulteriori Incroci giocati in questo turno ti daranno le carte ma non le Azioni. Usando una carta che ti permette di giocare una carta più volte (come Sala del Trono) su Incrocio, otterrai le +3 Azioni solo la prima volta in cui la giochi. ", + "name": "Incrocio", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "2", + "description": "+2 Monete\nOgni giocatore (te incluso) guarda la prima carta del suo mazzo, e sceglie se scartarla o lasciarla al suo posto.\n______________________\nIn partite che usano questa carta, quando ottieni un Ducato puoi ottenere una Duchessa.", + "extra": " Quando la giochi, ricevi +2 Monete ed ogni giocatore, te incluso, guarda la prima carta del suo mazzo e la scarta o la rimette a posto, a sua scelta. Ogni giocatore senza carte nel suo mazzo prima mescola il suo scarto; ogni giocatore che ancora non abbia carte da guardare non guarda nulla. Quando un giocatore ottiene un Ducato in una partita con la Duchessa nella Riserva, quel giocatore può anche ottenre una Duchessa dalla Riserva. Questo funziona sia che il Ducato sia stato comprato, che ottenuto in altri modi. La Duchessa non interagisce in nessun modo speciale con la carta promo Mercato Nero. ", + "name": "Duchessa", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "2", + "description": "Se questa è la prima volta che giochi un Oro dello Stolto in questo turno, questa carta vale 1 Moneta, altrimenti vale 4 Monete.\n______________________\nQuando un altro giocatore ottiene una Provincia, puoi eliminare questa carta dalla tua mano. Se lo fai, ottieni un Oro, mettendolo in cima al tuo mazzo.", + "extra": " Questa è sia una carta Tesoro che una Reazione. Può essere giocata nella tua fase Acquisto come gli altri Tesori. Quando la giochi, vale 1 Moneta se è la prima volta che giochi un Oro dello Stolto in questo turno, altrimenti vale 4 Monete. Quindi se giochi tre Oro dello Stolto nello stesso turno, il primo vale 1 Moneta, il secondo vale 4 Monete, e il terzo vale 4 Monete. Oro dello Stolto è anche una Reazione. Quando un altro giocatore ottiene una Provincia, puoi eliminare Oro dello Stolto dalla tua mano; se lo fai, ottieni un Oro dalla Riserva, mettendolo in cima al tuo mazzo al posto che nello scarto. Se non ci sono carte nel tuo mazzo, quell'Oro diventa l'unica carta del tuo mazzo. Se non ci sono Ori rimasti nella Riserva, non ne ottieni, ma puoi comunque eliminare Oro dello Stolto. Questa Reazione è possibile solo quando un altro giocatore ottiene una Provincia, non tu. E' utilizzabile sia che la Provincia sia ottenuta tramite acquisto, che in altri modi. ", + "name": "Oro dello Stolto", + "potcost": 0, + "types": [ + "Tesoro", + "Reazione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "3", + "description": "Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente una Moneta più essa e una carta che costi esattamente 1 Moneta meno di essa, nell'ordine che preferisci, mettendole poi in cima al tuo mazzo.", + "extra": " Prima elimina una carta dalla tua mano, se hai carte in mano. Sviluppo non è più nella tua mano e quindi non può eliminarsi da solo (anche se può eliminare altre copie di Sviluppo). Se hai eliminato due carte, ottieni due carte, una delle quali costa esattamente 1 Moneta in più della carta eliminata, e l'altra costa esattamente 1 Monete in meno della carta eliminata. Le carte ottenute vengono dalla Riserva; ottienile nell'ordine che preferisci. Se non ci sono carte nella Riserva di uno dei dui costi, ottieni comunque l'altra carta se puoi. Metti le carte ottenute in cima al tuo mazzo al posto che nel tuo scarto. Se elimini un Rame con Sviluppo, che costa 0 Monete, proverai (fallendo) ad ottenere una carta che costa -1 Monete, e proverai ad ottenere una carta che costa 1 Moneta. ", + "name": "Sviluppo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "3", + "description": "+1 Carta\n+1 Azione\n+1 Monete\nScarta una carta.", + "extra": " Peschi prima di scartare. Puoi scartare la carta che hai pescato. Se non puoi pescare carte (non hai carte nel mazzo, e non ne hai nello scarto da mescolare), comunque scarti una carta se puoi. ", + "name": "Oasi", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "3", + "description": "Ogni giocatore (te incluso) rivela le prima carte del proprio mazzo, e tu scegli se scartarle o lasciarle sul mazzo nell'ordine che il proprietario preferisce.\n+2 Carte", + "extra": " Prima, ogni giocatore te incluso rivela le prime due carte del suo mazzo, e le scarta entrambe o le rimette entrambe in cima, a tua scelta. Un giocatore che le rimetta in cima lo fa in un ordine di sua scelta, e senza doverlo rivelare. Quindi, tu peschi due carte. Se hai rimesso a posto le carte rivelate, pescherai quelle. ", + "name": "Oracolo", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "3", + "description": "+1 Carta\n+1 Azione\nAll'inizio della fase di Pulizia in questo turno, puoi scegliere una carta Azione che hai in gioco. Se la scarti dal gioco in questo turno, mettila sul tuo mazzo.", + "extra": " Quando giochi questa carta, ricevi +1 Azione e inneschi un effetto che si verificherà dopo, all'inizio della fase di Pulizia. In quel momento, se vuoi puoi scegliere una carta Azione che hai in gioco. Se scarti quella carta Azione in questo turno, come faresti normalmente, la metterai in cima al tuo mazzo. Questo avviene prima che tu peschi le carte nel prossimo turno. La carta Azione scelta può essere la stessa Macchinazione, o qualsiasi altra carta Azione tu abbia in gioco, che potrebbe essere stata giocata prima o dopo Macchinazione. Se la carta Azione non è scartata durante la Pulizia, per esempio perchè si tratta di una carta Durata giocata in questo turno, non viene messa sul tuo mazzo. ", + "name": "Macchinazione", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "3", + "description": "2 \n______________________\nQuando scarti questa carta in qualsiasi momento che non sia la fase di Pulizia, puoi rivelarla. Se lo fai, ottieni un Oro.", + "extra": " Questa è sia una carta Vittoria che una carta Reazione. Alla fine della partita, la Galleria vale 2 punti Vittoria. L'abilità di Reazione della Galleria funziona quando la scarti. Non puoi semplicemente scegliere di scartarla; qualcosa deve fartelo fare. Quest'abilità funziona sia che scarti la Galleria nel tuo turno (come con l'Oasi) o nel turno di qualcun'altro (come con Margravio). Funziona sia se è scartata dalla tua mano (come con Oasi) che dal tuo mazzo, o se messa da parte (come col Cartografo). Se la Galleria non verrebbe normalmente rivelata (come con le carte scartate col Cartografo), devi riverlarla per ottenere l'Oro. Rivelarla è opzionale, anche se la Galleria era già rivelata per altre ragioni; non sei obbligato a guadagnare Oro. Questa abilità non funziona se le carte vengono messe nel tuo scarto senza venire scartate, come quando compri una carta, quando ottieni una carta direttamente (come col Villaggio di Frontiera), quando il tuo mazzo è messo nello scarto, come col Cancelliere, o con Possessione nel momento in cui le carte eliminate ti sono restituite a fine turno. Inoltre non funziona durante la Pulizia, quando scarti normalmente tutte le tue carte giocate e non giocate. Il punto chiave da guardare è se su una carta è chiaramente scritto di \"scartare\" carte. L'Oro ottenuto viene dalla Riserva e finisce nello scarto; se non c'è Oro rimasto nella Riserva, non ne ottieni. ", + "name": "Galleria", + "potcost": 0, + "types": [ + "Vittoria", + "Reazione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "Ottieni un Argento.\nGuarda la prima carta del tuo mazzo; scartala o rimettila al suo posto.\nPesca fino ad avere 5 carte in mano.\nPuoi eliminare una carta dalla tua mano che non sia una carta Tesoro.", + "extra": " Questa carta fa quattro cose separate, nell'ordine riportate; le fai tutte (l'ultima è opzionale). Primo, ottieni un Argento dalla Riserva e lo metti nello scarto. Se non ci sono Argenti rimasti nella Riserva, non ne guadagni. Secondo, guarda la prima carta del tuo mazzo, e scartala o rimettila in cima. Se non ci sono carte rimaste nel tuo mazzo, mescola lo scarto per avere una carta da guardare (ciò mescolerà anche l'Argento appena ottenuto). Se ancora non ci sono carte, non ne guardi. Terzo, pesca carte fino ad averne 5 in mano. Se hai già cinque o più carte in mano, non peschi nessuna carta. Se non rimangono abbastanza carte da pescare fra il tuo mazzo e lo scarto, pesca quel che puoi. Quarto, puoi eliminare una carta dalla tua mano che non sia una carta Tesoro. Le carte di due tipi, di cui uno è Tesoro, sono Tesori.", + "name": "Tuttofare", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "+1 Moneta\nQuando acquisti o giochi questa carta, ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Argento o Oro rivelata di tua scelta, e scarta il resto. Se non ha rivelato una carta Tesoro, ottiene una carta Rame. Tu ottieni le carte eliminate.", + "extra": " Quando lo giochi, ricevi +1 Moneta. Quando lo giochi e anche quando lo compri, ogni altro giocatore rivela le prime due carte del suo mazzo, elimina un Argento o un Oro a tua scelta, e scarta il resto. Ogni giocatore che non abbia rivelato nessuna carta Tesoro in questo modo ottiene un Rame dalla Riserva, mettendolo nello scarto. Infine, ottieni tutti gli Ori e gli Argenti eliminati in questo modo. Questa carta non può eliminare alcun Tesoro eccetto Argento o Oro. Ottenere un Ladro Gentiluomo senza comprarlo non fa partire questa abilità. Ladro Gentiluomo è una carta Attacco, e quando lo usi gli altri giocatori possono usare carte come Fossato o Stanza Segreta in risposta. Però, comprare un Ladro Gentiluomo non è \"giocare una carta Attacco\", quindi carte come Fossato non possono rispondere. ", + "name": "Ladro Gentiluomo", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "+1 Acquisto\n+2 Monete\n______________________\nQuando ottieni questa carta mettila in cima al tuo mazzo.", + "extra": " Quando ottieni questa carta, va in cima al tuo mazzo e non nello scarto. Succede sia che tu la ottenga comprandola che in altro modo. Se non ci fossero carte nel tuo mazzo, diventa l'unica carta del tuo mazzo. ", + "name": "Campo Nomadi", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "Vale 1 ogni 4 carte Vittoria nel tuo mazzo (per difetto).", + "extra": " Questa è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto Vittoria per ogni quattro carte Vittoria nel tuo mazzo (contando tutte le tue carte, il tuo scarto e la tua mano sono parte del tuo mazzo a quel punto). La Via della Seta conta anche se stessa. Arrotonda per difetto. Se hai 11 carte Vittoria, Via della Seta vale 2 punti Vittoria. Durante la preparazione, metti 12 Vie della Seta nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Via della Seta", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "Puoi eliminare una carta Tesoro dalla tua mano. Se lo fai, scegli:\n+2 Carte e +1 Azione;\no +2 Monete e +1 Acquisto.", + "extra": " Puoi eliminare una carta Tesoro dalla tua mano. E' opzionale. Se hai eliminato una carta Tesoro, scegli se ricevere +2 Carte e +1 Azione, o +2 Monete e +1 Acquisto. ", + "name": "Mercante di Spezia", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "4", + "description": "Elimina una carta dalla tua mano. Guadagni tante carte Argento quanto è il suo costo in Monete.\n______________________\nQuando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, guadagni un Argento al posto della carta che dovresti ottenere.", + "extra": " Quando giochi questa carta, elimina una carta dalla tua mano, e se lo hai fatto ottieni un numero di Argenti pari al costo di quella carta in Monete. Gli Argenti vengono dalla Riserva e finiscono nel tuo scarto. Se non ci sono abbastanza Argenti rimasti, ottieni solo quelli che puoi. Ottieni Argenti soltanto se hai eliminato una carta. Se elimini una carta che costa 0 Monete, come un Rame, otterrai zero Argenti. Puoi eliminare un Argento se vuoi; otterresti normalmente tre Argenti per questo. Se i costi sono modificati, come per aver giocato Strada Maestra, il Commerciante ti darà un numero modificato di Argenti, basato sul costo attuale. Per esempio se giochi Strada Maestra e poi Commerciante, eliminare una Tenuta ti farebbe ottenere un solo Argento. Se elimini una carta con una Pozione nel suo costo, non ottieni nulla per la Pozione, solo per il costo in Monete. Il Commerciante è anche una Reazione. Quando ottieni una carta, sia per averla comprata che per averla ottenuta in altri modi, puoi rivelare il Commerciante dalla tua mano per guadagnare un Argento dalla Riserva al posto della carta che dovresti ottenere. Se sarebbe dovuto succedere qualcosa per aver ottenuta l'altra carta, non avviene, visto che non l'hai ottenuta. Per esempio se compri Infame Profitto ma usi Commerciante per ottenere Argento al suo posto, nessuno otterrà una Maledizione. Però se avviene qualcosa quando compri una carta, quel qualcosa avviene ugualmente se sostituisci la carta ottenuta con l'Argento. Per esempio puoi comprare Terra Coltivata, eliminare una carta dalla tua mano e ottenerne una che costi 2 Monete in più, quindi usare Commerciante per ottenere Argento al posto di Terra Coltivata. Se la carta che dovresti ottenere non viene dalla Riserva, l'Argento comunque viene dalla Riserva. Se non ci sono Argenti rimasti nella Riserva, puoi comunque rivelare il Commerciante quando ottieni una carta; non ottieni nulla al posto della carta che avresti ottenuto.", + "name": "Commerciante", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "Vale 3 monete\n______________________\nQuando ottieni questa carta, ottieni 2 carte Rame.", + "extra": " Questa è una carta Tesoro che vale 3 Monete, come l'Oro. Quando ottieni questa carta, ottieni anche due Rame dalla Riserva. Se non ci sono Rame rimasti, ottieni quelli che puoi. Ottieni Rame solo quando ottieni Forziere, non quando lo giochi. Ottieni Rame sia che tu abbia comprato Forziere sia che tu l'abbia ottenuto in altri modi. ", + "name": "Forziere", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+1 Carta\n+1 Azione\nGuarda le prima 4 carte del tuo mazzo. Scartane un qualsiasi numero. Metti il resto delle carte in cima al tuo mazzo nell'ordine che preferisci.", + "extra": " Prima peschi una carta, poi guardi le prime 4 carte del tuo mazzo. Se ci sono meno di 4 carte rimaste nel tuo mazzo, guarda le carte rimaste, e rimescola lo scarto (che non include queste carte) per avere le carte rimanenti necessario. Se ancora non ci sono abbastanza carte, guarda quelle che puoi. Scarta qualsiasi numero delle carte che hai guardato: nessuna, tutte e quattro, o una via di mezzo. Metti il resto in cima al tuo mazzo in qualsiasi ordine. Se non c'erano carte rimaste nel tuo mazzo, queste diventano le uniche carte del tuo mazzo. Non riveli le carte che rimetti in cima.", + "name": "Cartografo", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+5 Carte\nScarta 3 carte.\n______________________\nQuando ottieni questa carta, ogni altro giocatore ottiene una carta Argento.", + "extra": " Quando giochi questa carta, peschi cinque carte, quindi scarti tre carte. Le carte che scarti possono essere quelle che già avevi nella tua mano e/o quelle appena pescate. Scarti tre carte se puoi, anche se non hai potuto pescare tutte e cinque le carte (ad esempio per non avere abbastanza carte nel tuo mazzo e nello scarto). Se non hai tre carte da scartare, scartane quante puoi. Quando ottieni questa carta, ogni altro giocatore ottiene un Argento. I giocatori ottengono Argento solo quando ottieni questa carta, non quando la giochi. Ottengono Argento sia che tu abbia comprato questa carta sia che tu l'abbia ottenuta in altro modo. Ottenere Argento non è per loro opzionale. Gli Argenti vengono dalla Riserva. Se non ci sono abbastanza Argenti rimasti, distribuiscili in ordine di turno. ", + "name": "Diplomatico", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+2 Monete\n______________________\nMentre questa carta è in gioco, quando acquisti una carta ottieni anche una carta che costi meno di quella acquistata e che non sia una carta Vittoria.", + "extra": " Quando la giochi, ricevi +2 Monete. Mentre questa carta è in gioco, ogni volta che compri una carta ottieni una carta che costi meno di quella comprata che non sia una carta Vittoria. Per esempio, potresti comprare una Provincia ed ottenere un Oro grazie a Contrattazione. Ottenere una carta non è opzionale. La carta ottenuta viene dalla Riserva ed è posta nel tuo scarto. Contrattazione ti da' una carta extra solo quando compri una carta, non se ottieni carta in altro modo (ad esempio tramite lo stesso Contrattazione). Se non ci sono carte più economiche disponibili nella Riserva (per esempio se compri Rame), non ottieni carte. Usare una carta che ti fa giocare altre carte diverse volte (come Sala del Trono) su Contrattazione non ti fa ottenere due o più carte per carta comprata, dal momento che c'è ancora solo una copia di Contrattazione in gioco. Il bonus è cumulativo, se hai tre Contrattazione in gioco, otterrai tre carti in più per ogni carta comprata. Le carte con due tipi, di cui uno è Vittoria, sono carte Vittoria e quindi non si possono ottenere con Contrattazione.", + "name": "Contrattazione", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+1 Carta\n+1 Azione\n______________________\nMentre questa carta è in gioco, le carte costano una Moneta in mano, ma non meno di 0 Monete.", + "extra": " Rende tutte le altre carte più economiche (fino al minimo di 0 Monete) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte meno costose. Si applica alle carte ovunque: nella Riserva, nelle mani, nei mazzi. Per esempio se hai giocato Strada Maestra e poi Sviluppo, puoi eliminare un Rame e ottenere una Tenuta, visto che la Tenuta costerebbe 1 Moneta mentre il Rame costerebbe ancora 0 Monete. Usare una carta che ti fa giocare una carta diverse volte (come Sala del Trono) su Strada Maestra non fa costare meno le carte, dal momento che c'è ancora solo una copia di Strada Maestra in gioco. Il bonus è cumulativo; se hai tre Strade Maestre in gioco, tutte le carte costano 3 Monete in meno (con un minimo di 0 Monete).", + "name": "Strada Maestra", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "Vale 1 Coin\nQuando giochi questa carta puoi ottenere una carta Rame, mettendola nella tua mano.\n______________________\nQuando ottieni questa carta, ogni altro giocatore ottiene una Maledizione.", + "extra": " Questo è un Tesoro che vale 1 Moneta, come il Rame. Quando lo giochi, puoi ottenere un Rame. Il Rame ottenuto viene dalla Riserva e lo metti nella tua mano; puoi giocarlo immediatamente. Se non c'è Rame rimasto nella Riserva, non ne ottieni. Quando ottieni Infame Profitto, ogni altro giocatore ottiene una Maledizione. Questo avviene sia che compri Infame Profitto sia che lo ottieni in altro modo. Le Maledizioni vengono dalla Riserva e vanno negli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno. Infame Profitto non è un Attacco, ed ottenerlo non è giocare un Attacco; carte come Fossato non funzionano contro di esso.", + "name": "Infame Profitto", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+2 Carte\n+2 Azioni\nScarta 2 carte.\n______________________\nQuando ottieni questa carta, cerca nel tuo mazzo degli scarti (inclusa questa carta), rivela qualsiasi numero di carte Azione da esso, e rimischiale nel tuo mazzo.", + "extra": " Quando giochi questa carta, peschi 2 carte, ricevi +2 Azioni, quindi scarti 2 carte. Le carte che scarti possono essere quelle che già avevi in mano e/o quelle appena pescate. Scarti carte se puoi, anche se non hai potuto pescare 2 carte. Quando ottieni questa carta, cerca nel tuo scarto (cosa normalmente proibita) e rimescola qualsiasi numero di carte Azione che vi trovi nel tuo mazzo (lasciando il resto nel tuo scarto). Non sei obbligato a rimescolare alcuna carta Azione nel tuo mazzo. Puoi rimescolare la Locanda che hai appena ottenuto nel mazzo; è una carta Azione nel tuo scarto. Carte di due tipo, di cui uno è Azione, sono carte Azione. Devi rivelare le carte Azione che scegli di mescolare nel tuo mazzo. Non ha importanza l'ordine in cui lasci il tuo scarto. Quest'abilità funziona sia se compri la Locanda sia se la ottieni in altro modo. ", + "name": "Locanda", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+3 Monete\nMetti una carta dalla tua mano in cima al tuo mazzo.\n______________________\nQuando ottieni questa carta, metti tutte le carte Tesoro che hai in gioco in cima al tuo mazzo nell'ordine che preferisci.", + "extra": " Quando giochi questa carta, ricevi +3 Monete e metti una carta dalla tua mano in cima al tuo mazzo. Se non hai carte rimaste in mano, non metti carte in cima al tuo mazzo. Se non ci sono carte rimaste nel mazzo, la carta che vi metti in cima diventa l'unica carta del tuo mazzo. Quando ottieni questa carta, metti tutti i tuoi Tesori in gioco in cima al tuo mazzo in qualsiasi ordine. Non sei obbligato a mostrare quest'ordine agli altri giocatori. Devi mettere tutti i tuoi Tesori sul mazzo; non puoi lasciarne fuori alcuni. Ci metti solo i Tesori in gioco, non quelli in mano. Questo non ti impedisce di avere le Monete fornite da quei Tesori ancora disponibili; per esempio, se hai +1 Acquisto e giochi quattro Ori comprando un Mandarino, metti gli Ori in cima al mazzo ma hai ancora 7 Monete da spendere. Il Mandarino mette i Tesori che hai giocato sul tuo mazzo sia che tu lo abbia comprato sia che tu lo abbia ottenuto in altri modi, anche se normalmente hai Tesori in gioco soltanto nella fase Acquisto. ", + "name": "Mandarino", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "+3 Carte\n+1 Acquisto\nOgni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte nella sua mano.", + "extra": " Peschi 3 carte e ricevi +1 Acquisto. Ogni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte in mano. Pescare una carta non è per loro opzionale. Un giocatore che abbia tre o meno carte in mano dopo aver pescato non scarta niente. ", + "name": "Margravio", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "5", + "description": "Puoi scartare una carta Tesoro. Se lo fai, +3 Carte e +1 Azione.", + "extra": " Puoi scartare un Tesoro dalla tua mano. E' opzionale. Se ne hai scartato uno, ricevi +3 Carte e +1 Azione. Peschi dopo aver scartato, così se devi rimescolare per avere le 3 carte, mescoli anche la carta appena scartata. ", + "name": "Stalla", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "6", + "description": "+1 Carta\n+2 Azione\n______________________\nQuando ottieni questa carta, ottieni anche una carta che costi meno di questa carta.", + "extra": " Quando giochi questa carta, peschi una carta e puoi giocare altre due Azioni in questo turno. Quando ottieni questa carta, ottieni anche una carta dalla Riserva che costi meno del Villaggio di Frontiera. Normalmente sarà una carta che costa fino a 5 Monete, ma se il Villaggio di Frontiera costa meno del normale, come provocato dalla Strada Maestra, anche la carta ottenuta avrà un minore costo massimo. Ottieni carte solo quando ottieni Villaggio di Frontiera, on quando lo giochi. Ottieni una carta sia se acquisti Villaggio di Frontiera sia se lo ottieni in altro modo. ", + "name": "Villaggio di Frontiera", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "nuovi orizzonti", + "cost": "6", + "description": "2 \n__________\nQuando acquisti questa carta, elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 2 Monete in più della carta eliminata.", + "extra": " Questa è una carta Vittoria, non una carta Azione. Vale 2 punti Vittoria alla fine della partita. Quando la compri, elimina una carta dalla tua mano se puoi, e se lo hai fatto ottieni una carta dalla Riserva che costi esattamente 2 Monete in più della carta eliminata se possibile. Se non ci sono carte rimaste nella tua mano da eliminare, non elimini e non ottieni carte e se hai eliminato una carta ma non ci sono carte nella Riserva che costino esattamente 2 Monete in più della carta eliminata, non ottieni una carta. Questa abilità funziona solo quando acquisti Terra Coltivata, non se la ottieni in altro modo. Durante la preparazione, metti 12 Terre Coltivate nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.", + "name": "Terra Coltivata", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "Abandoned Mine: +1 Coin\nRuined Library: +1 Carta\nRuined Marked: :1 Acquisto\nRuined Village: +1 Azione\nSurvivors: Look at the top 2 carte of your deck. Discarta them or put them back in any order.", + "extra": " See Additional Rules for Dark Ages and Preparation. Abandoned Mine: When you play this, you just get +1 Coin. Ruined Library: When you play this, you draw a card. Ruined Market: When you play this, you just get +1 Buy. Ruined Village: When you play this, you just get +1 Action. Survivors: You either discard both cards, or put both cards back on top; you cannot just discard one card.", + "name": "Ruins", + "potcost": 0, + "types": [ + "Azione", + "Ruins" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "+2 Aziones\nReturn this to the Madman pile. If you do, +1 Carta per carta in your hand.\n(This carta is not in the supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.", + "name": "Madman", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "Worth 3 Monete\nWhen you play this, return it to the Spoils pile.\n(This is not in the Supply.)", + "extra": " This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.", + "name": "Spoils", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "When you buy a Vittoria carta, you may trash this from your hand.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.", + "name": "Hovel", + "potcost": 0, + "types": [ + "Reazione", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+2 Aziones", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.", + "name": "Necropolis", + "potcost": 0, + "types": [ + "Azione", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "0 \n______________________\nWhen you trash this, +1 Carta.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.", + "name": "Overgrown Estate", + "potcost": 0, + "types": [ + "Vittoria", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+4 Monete\nReveal your hand. -1 Coin per Tesoro carta in your hand, to a minimum of 0 Monete.", + "extra": " First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.", + "name": "Poor House", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Coin\nChoose one: +2 Aziones; or +2 Acquistos; or gain a Silver.\n______________________\nWhen you trash this, gain an Azione carta.", + "extra": " When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.", + "name": "Squire", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Carta, +1 Azione\nReveal the top carta of your deck. If it's a Curse, Ruins, Shelter, or Vittoria carta, put it into your hand.", + "extra": " You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.", + "name": "Vagrant", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "Look through your discarta pile. You may trash a carta from your discarta pile or hand that is not a Tesoro. Gain a carta costing up to 3 Monete.\nWhen you discarta this from play, if you did not buy any carte this turn, trash this and gain a Madman from the Madman pile.", + "extra": " When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", + "name": "Hermit", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Azione\nReveal carte from the top of your deck until you reveal one costing 3 Monete or more. Put that carta into your hand and discarta the rest.", + "extra": " If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.", + "name": "Sage", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Worth 1 for every 3 Silvers in your deck (round down).\n______________________\nWhen you trash this, gain 3 Silvers.", + "extra": " This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.", + "name": "Feodum", + "potcost": 0, + "types": [ + "Vittoria" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Carta, +2 Aziones\n______________________\nWhen you trash this, put it into your hand.", + "extra": " When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.", + "name": "Fortress", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Carta, +1 Azione\nReveal the top carta of your deck; you may discarta it. Either way, if it is an…\nAzione carta, +1 Azione\nTesoro carta, +1 Coin\nVittoria carta, +1 Carta", + "extra": " First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.", + "name": "Ironmonger", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "You may play an Azione carta from your hand twice. Trash it. Gain an Azione carta costing exactly 1 Coin more than it.", + "extra": " Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.", + "name": "Procession", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Carta, +1 Azione\nGain a Rats. Trash a carta from your hand other than a Rats (or reveal a hand of all Rats).\n______________________\nWhen you tash this, +1 Carta.", + "extra": " Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.", + "name": "Rats", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Play this as if it were an Azione carta in the Supply costing less than it that you choose.\nThis is that carta until it leaves play.", + "extra": " When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile", + "name": "Band of Misfits", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Carta, +2 Aziones\nGain a Spoils from the Spoils pile.", + "extra": " Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.", + "name": "Bandit Camp", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Discarta 2 carte; or put a carta from your hand on top of your deck; or gain a Copper.\nChoose one: +3 Monete; or trash your hand; or gain a Duchy.", + "extra": " This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.", + "name": "Count", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+2 Cartas\nEach other player gains a Ruins. You may play a Cultist from your hand.\n______________________\nWhen you trash this, +3 Cartas.", + "extra": " When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.", + "name": "Cultist", + "potcost": 0, + "types": [ + "Azione", + "Attacco", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Gain a carta from the trash costing from 3 Monete to 6 Monete, putting it on top of your deck; or trash an Azione carta from your hand and gain a carta costing up to 3 Monete more than it.", + "extra": " You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.", + "name": "Graverobber", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Trash this. Each other player with 5 or more carte in hand reveals his hand and discarte a carta that you choose.\nGain 2 Spoils from the Spoils pile.", + "extra": " First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.", + "name": "Pillage", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Monete\nYou may put your deck into your discarta pile. Look through your discarta pile and put one carta from it on top of your deck.", + "extra": " Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.", + "name": "Scavenger", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "Trash a carta from your hand. Gain a carta costing up to 5 Monete.", + "extra": "You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.", + "name": "Altar", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a carta costing up to 4 Monete,putting it on top of your deck.", + "extra": " The card you gain comes from the Supply and is put on top of your deck.", + "name": "Armory", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "Gain 3 Coppers, putting them into your hand.\n______________________\nWhen another player plays an Attacco carta, you may discarta this.\nIf you do, gain two Silvers, putting one on top of your deck.", + "extra": " When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.", + "name": "Beggar", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Look at the top 3 carte of your deck.\nChoose one: Put them into your hand;\nor discarta them and +3 Cartas.\n______________________\nWhen you trash this, gain a cheaper carta.", + "extra": " When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.", + "name": "Catacombs", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Worth 1 Coin\n+1 Acquisto\nWhen you play this, you may play a Tesoro from your hand twice. If you do, trash that Tesoro", + "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.", + "name": "Counterfeit", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+5 Monete\nYou may trash an Azione carta from your hand. If you don’t, trash this.\n______________________\nWhen you gain this, gain 2 Ruins.", + "extra": " When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.", + "name": "Death Cart", + "potcost": 0, + "types": [ + "Azione", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Azione\n+1 Acquisto\nTrash a carta from your hand.\n+1 Coin per differently named Tesoro\nin the trash.", + "extra": " Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin er differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.", + "name": "Forager", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Carta\n+1 Azione\n+1 Coin\nTrash a carta from your hand.", + "extra": " You have to trash a card from your hand if you can. You draw before trashing.", + "name": "Junk Dealer", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "This is a pile in which each carta is different. There is the same basic ability on each carta, but also another ability unique to that carta in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only carta that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discarta before it trashes carte.", + "extra": " The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 Victory at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.", + "name": "Knights", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a Spoils from the Spoils pile.\nEach other player gains a Ruins.", + "extra": " First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.", + "name": "Marauder", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Carta\n+1 Azione\n+1 Acquisto\n______________________\nWhen one of your carte is trashed,\nyou may discarta this from your\nhand. If you do, gain a Gold.", + "extra": " When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.", + "name": "Market Square", + "potcost": 0, + "types": [ + "Azione", + "Reazione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 1Azione\nName a carta. Reveal carte from the top of your deck until you reveal a Vittoria carta that is not the named carta. Discarta the other carte. Trash the Vittoria carta and gain a Vittoria carta costing up to 3 Monete more than it.", + "extra": " You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.", + "name": "Rebuild", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 2 Monete\nIf there are any carte in the trash costing from 3 Monete to 6 Monete, gain one of them. Otherwise, each other player reveals the top 2 carte of his deck, trashes one of them costing from 3 Monete to 6 Monete, and discarte the rest.", + "extra": " If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.", + "name": "Rogue", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+ 1 Acquisto\nDiscarta any number of carte.\n+1 Carta per carta discartaed.\nDiscarta any number of carte.\n+ 1 Monete per carta discartaed the second time.", + "extra": " Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.", + "name": "Storeroom", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Carta\n+1 Azione\nEach other player discarte down to 4 carte in hand.\n______________________\nWhen you play another Attacco carta with this in play, you may trash this.\nIf you do, gain a Mercenary from the Mercenary pile.", + "extra": " When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "name": "Urchin", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Carta\n+2 Aziones\nReveal the top 3 carte of your deck.\nPut the Aziones back on top in any order and discarta the rest.", + "extra": " First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.", + "name": "Wandering Minstrel", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "+ 4 Cartas\n______________________\nWhen you trash this,\ngain a Duchy or 3 Estates.", + "extra": " When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.", + "name": "Hunting Grounds", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "You may trash 2 carte from your hand.\nIf you do, +2 Cartas, + 2 Monete,\nand each other player discarte down to 3 carte in hand.\n(This is not in the Supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.", + "name": "Mercenary", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1Azione\n+ 2 Monete\nName a carta.\nReveal the top carta of your deck.\nIf it’s the named carta, put it into your hand.", + "extra": " You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.", + "name": "Mystic", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages extras", + "cost": "1", + "description": "Hovel: When you buy a Vittoria carta, you may trash this from your hand.\nNecropolis: +2 Aziones\nOvergrown Estate: 0 ; when you trash this, +1 Carta.", + "extra": " See Preparation. A shelter is never in the supply. Hovel: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. Necropolis: This is an Action card; when you play it, you get +2 Actions. ", + "name": "Shelters", + "potcost": 0, + "types": [ + "Azione", + "Shelter" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Urchin: When you play this, you draw a carta and get +1 Azione, then each other player discarte down to 4 carte in hand. Players who already have 4 or fewer carte in hand do not do anything. While Urchin is in play, when you play another Attacco carta, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", + "name": "Urchin / Mercenary", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Hermit: When you play this, look through your discarta pile, and then you may choose to trash a carta that is not a Tesoro, from either your hand or your discarta pile. You do not have to trash a carta and cannot trash Tesoros. A carta with multiple types, one of which is Tesoro (such as Harem from Intrigo), is a Tesoro. After trashing or not, you gain a carta costing up to 3 Monete. The carta you gain comes from the Supply and is put into your discarta pile. Gaining a carta is mandatory if it is possible. Then, when you discarta Hermit from play - normally, in Clean-up, after playing it in your Azione phase - if you did not buy any carte this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained carte other ways, only whether or not you bought a carta. If there are no Madman carte left, you do not gain one. If Hermit is not discartaed from play during Clean-up - for example, if you put it on your deck with Scheme (from Nuovi Orizzonti) - then the ability that trashes it will not trigger.", + "extra": " Madman: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ", + "name": "Hermit / Madman", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Azione\nReveal the top 3 carte of your deck. The player to your left chooses one of them. Discarta that carta. Put the other carte into your hand.", + "extra": " If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand. ", + "name": "Advisor", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Carta\n+1 Azione\nTake a Coin token.\n______________________\nSetup: Each player takes a Coin token.", + "extra": " When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck. ", + "name": "Baker", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Take two Coin tokens. You may trash a carta from your hand and then pay any number of Coin tokens. If you did trash a carta, gain a carta with a cost of up to the cost of the trashed carta plus the number of Coin tokens you paid.", + "extra": " First take two Coin tokens. Then you may trash a card from your hand and pay any number of Coin tokens (returning them to the pile). The number of Coin tokens you pay can be zero. Butcher itself is no longer in your hand and so cannot trash itself (though it can trash another copy of Butcher). If you trashed a card, you gain a card costing up to the cost of the trashed card plus the number of Coin tokens you paid. For example, you could trash an Estate and pay six Coin tokens to gain a Province, or you could trash another Butcher and pay zero Coin tokens to gain a Duchy. You can pay the Coin tokens you just got. Paying Coin tokens for this ability does not get you coins to spend, it just changes what cards you can gain with this ability. ", + "name": "Butcher", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "2", + "description": "+1 Azione\n+1 Acquisto\nTake a Coin token.", + "extra": " You get +1 Action and +1 Buy, and take a Coin token. ", + "name": "Candlestick Maker", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "3", + "description": "Name a carta. Reveal the top 3 carte of your deck. Trash the matches. Put the rest back on top in any order.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top carta of your deck; trash it, discarta it, or put it back.", + "extra": " When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coins, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again. ", + "name": "Doctor", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Carta\n+1 Azione\nReveal the top carta of your deck. If it is an Azione, play it.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discarta pile and put a carta from it on top of your deck.", + "extra": " When you play this, first draw a card and get +1 Action, then reveal the top card of your deck. If it is an Action card, play it; this is not optional. Playing the Action card does not \"use up\" one of your Action plays for the turn. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If Herald plays a Duration card (from Dominion: Seaside), the Herald is still discarded normally at end of turn, as it is not needed to track anything. When you buy this, you put one card from your discard pile on top of your deck for each extra 1 Coin you pay over the cost. For example, if you buy Herald for 6 Coins, you will put two cards from your discard pile on top of your deck. This card lets you look through your discard pile; normally you cannot. You cannot look through your discard pile first to see how much you want to overpay, and once you overpay you must put the appropriate number of cards on top of your deck if possible. If you overpay enough to put more cards on your deck than there are cards in your discard pile, you just put all of your discard pile onto your deck. You may not look through your discard pile if you buy Herald without overpaying for it. When you put multiple cards on your deck due to overpaying for a Herald, put them on your deck in any order. ", + "name": "Herald", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Name a carta. Reveal carte from the top of your deck until you reveal 3 carte that are not the named carta. Put those carte into your hand and discarta the rest.", + "extra": " This draws you three cards that are not a particular card. First name a card. It does not have to be a card being used this game. Then reveal cards from the top of your deck until you have revealed three cards that are not the named card. If you run out of cards without finding three, shuffle your discard pile into your deck and continue. If you still cannot find three, stop. Put the cards you found that were not the named card into your hand and discard the rest. ", + "name": "Journeyman", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "3", + "description": "Worth 1 Coin.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.", + "extra": " This is a Treasure worth 1 Coin, like Copper. When you buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. ", + "name": "Masterpiece", + "potcost": 0, + "types": [ + "Tesoro" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Acquisto\n+1 Coin\n______________________\nWhile this is in play, when you buy a carta, take a Coin token.", + "extra": " When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Dominion: Prosperity), you will only get one Coin token when you buy a card. ", + "name": "Merchant Guild", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Carta\n+2 Aziones\nYou may discarta a Tesoro carta. If you do, take a Coin token.", + "extra": " First you draw a card and get +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Dominion: Intrigue), are Treasures. ", + "name": "Plaza", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a carta.", + "extra": " The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left. Each player who gained a Curse draws a card. This is not optional. A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card. A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card. ", + "name": "Soothsayer", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + }, + { + "cardset": "guilds", + "cost": "2", + "description": "Trash a carta from your hand. Gain 2 carte each costing less than it.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain 2 Azione carte each costing the amount you overpaid.", + "extra": " When you play this, trash a card from your hand, and gain two cards, each costing less than the card you trashed. Trashing a card is not optional. If you do not have any cards left in your hand to trash, you do not gain any cards. The two cards you gain can be different or the same. For example you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional if you trashed a card. The gained cards come from the Supply and are put into your discard pile; if there are no cheaper cards in the Supply (for example if you trash a Copper), you do not gain any. If there is only one card in the Supply cheaper than the trashed card, you gain that one. The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as Inn from Dominion: Hinterlands. When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid. The Action cards can be different or the same. For example, if you buy Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from the Supply and are put into your discard pile. If there are no cards with the appropriate cost in the Supply, you do not gain one. Overpaying with a Potion (from Dominion: Alchemy) will let you gain cards with Potion in the cost. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing 0 Coins. ", + "name": "Stonemason", + "potcost": 0, + "types": [ + "Azione" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "You may trash a Tesoro from your hand. Each other player with 5 or more carte in hand discarte a copy of it (or reveals a hand without it). Gain a Tesoro carta costing up to 3 Monete more than the trashed carta, putting it on top of your deck.", + "extra": " You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from Dominion: Intrigue), are Treasures. If you do trash a Treasure, each other player with at least five cards in hand discards a copy of it from her hand if she can, or reveals a hand with no copies of it, and you gain a Treasure costing up to 3 Coins more than the trashed Treasure, putting it on top of your deck. If there are no cards in your deck, it becomes the only card in your deck. You do not have to gain a more expensive Treasure; you may gain a Treasure with the same cost, or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. The gained Treasure comes from the Supply. ", + "name": "Taxman", + "potcost": 0, + "types": [ + "Azione", + "Attacco" + ] + } +] \ No newline at end of file diff --git a/card_db/it/mapping.json b/card_db/it/mapping.json new file mode 100644 index 0000000..a08c885 --- /dev/null +++ b/card_db/it/mapping.json @@ -0,0 +1,18 @@ +{ + "Azione": "Action", + "Vittoria": "Victory", + "Attacco": "Attack", + "Tesoro": "Treasure", + "Reazione": "Reaction", + "Durata": "Duration", + "Premio": "Prize", + "Looter": "Looter", + "Shelter": "Shelter", + "Ruins": "Ruins", + "Maledizione": "Curse", + "alchimia": "alchemy", + "intrigo": "intrigue", + "nuovi orizzonti": "hinterlands", + "prosperità": "prosperity" +} + diff --git a/card_db/it/mapping.yaml b/card_db/it/mapping.yaml deleted file mode 100644 index c4c07d7..0000000 --- a/card_db/it/mapping.yaml +++ /dev/null @@ -1,15 +0,0 @@ -"Azione": "Action" -"Vittoria": "Victory" -"Attacco": "Attack" -"Tesoro": "Treasure" -"Reazione": "Reaction" -"Durata": "Duration" -"Premio": "Prize" -"Looter": "Looter" -"Shelter": "Shelter" -"Ruins": "Ruins" -"Maledizione": "Curse" -"alchimia": "alchemy" -"intrigo": "intrigue" -"nuovi orizzonti": "hinterlands" -"prosperità": "prosperity" \ No newline at end of file diff --git a/dominion_tabs.py b/dominion_tabs.py index 4de6e7c..940e16f 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -3,6 +3,8 @@ import csv import re from optparse import OptionParser import os.path +import json +import codecs from reportlab.pdfgen import canvas from reportlab.lib.pagesizes import LETTER, A4 @@ -13,8 +15,6 @@ from reportlab.pdfbase.ttfonts import TTFont from reportlab.pdfbase import pdfmetrics from reportlab.lib.enums import TA_JUSTIFY -import yaml - def split(l, n): i = 0 @@ -24,16 +24,26 @@ def split(l, n): yield l[i:] -class Card: +class Card(object): - def __init__(self, name, cardset, types, cost, description='', potcost=0): + class CardJSONEncoder(json.JSONEncoder): + def default(self, obj): + if isinstance(obj, Card): + return obj.__dict__ + return json.JSONEncoder.default(self, obj) + + @staticmethod + def decode_json(obj): + return Card(**obj) + + def __init__(self, name, cardset, types, cost, description='', potcost=0, extra=''): self.name = name.strip() self.cardset = cardset.strip() self.types = types self.cost = cost self.potcost = potcost self.description = description - self.extra = "" + self.extra = extra def getType(self): return DominionTabs.getType(self.types) @@ -83,7 +93,7 @@ class BlankCard(Card): return True -class CardType: +class CardType(object): def __init__(self, typeNames, tabImageFile, tabTextHeightOffset=0, tabCostHeightOffset=-1): self.typeNames = typeNames @@ -865,10 +875,10 @@ class DominionTabs: help="print crop marks on both sides, rather than tab outlines on one") parser.add_option("--linewidth", type="float", default=.1, help="width of lines for card outlines/crop marks") - parser.add_option("--read_yaml", action="store_true", dest="read_yaml", - help="read yaml version of card definitions and extras") - parser.add_option("--write_yaml", action="store_true", dest="write_yaml", - help="write yaml version of card definitions and extras") + parser.add_option("--read_json", action="store_true", dest="read_json", + help="read json version of card definitions and extras") + parser.add_option("--write_json", action="store_true", dest="write_json", + help="write json version of card definitions and extras") parser.add_option("--tabs-only", action="store_true", dest="tabs_only", help="draw only tabs to be printed on labels, no divider outlines") parser.add_option("--order", type="choice", choices=["expansion", "global"], dest="order", @@ -1095,17 +1105,21 @@ class DominionTabs: TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) pdfmetrics.registerFont( TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - if options.read_yaml: - cardfile = open( - os.path.join(self.filedir, "card_db", options.language, "cards.yaml"), "r") - cards = yaml.load(cardfile) + if options.read_json: + print 'reading JSON' + cardfile = codecs.open( + os.path.join(self.filedir, "card_db", options.language, "cards.json"), "r", "utf-8") + cards = json.load(cardfile, object_hook=Card.decode_json) + print 'read {} cards'.format(len(cards)) else: cards = self.read_card_defs( os.path.join(self.filedir, "card_db", options.language, "dominion_cards.txt")) self.read_card_extras(os.path.join( self.filedir, "card_db", options.language, "dominion_card_extras.txt"), cards) - DominionTabs.language_mapping = yaml.load( - open(os.path.join(self.filedir, "card_db", options.language, "mapping.yaml"))) + DominionTabs.language_mapping = json.load( + codecs.open(os.path.join(self.filedir, "card_db", options.language, "mapping.json"), + "r", + "utf-8")) baseCards = [ card.name for card in cards if card.cardset.lower() == 'base'] @@ -1178,10 +1192,15 @@ class DominionTabs: exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) cards.append(c) - if options.write_yaml: - out = yaml.dump(cards) - open(os.path.join( - self.filedir, "card_db", options.language, "cards.yaml"), 'w').write(out) + if options.write_json: + fpath = os.path.join(self.filedir, "card_db", options.language, "cards.json") + with codecs.open(fpath, 'w', encoding='utf-8') as ofile: + json.dump(cards, + ofile, + cls=Card.CardJSONEncoder, + ensure_ascii=False, + indent=True, + sort_keys=True) # When sorting cards, want to always put "base" cards after all # kingdom cards, and order the base cards in a set order - the diff --git a/setup.py b/setup.py index d5e677d..d14f2b6 100644 --- a/setup.py +++ b/setup.py @@ -11,8 +11,7 @@ setup( scripts=["dominion_tabs.py"], packages=find_packages(), install_requires=["reportlab>=2.5", - "Pillow>=2.1.0", - "PyYAML"], + "Pillow>=2.1.0"], package_data={ '': ['*.txt', '*.png'] }, From 4c5a59cd4376932c3eeade5b0bdff0f7d7c6b26c Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 13:52:12 -0800 Subject: [PATCH 04/23] add generated json file --- card_db/en_us/cards.json | 3325 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 3325 insertions(+) diff --git a/card_db/en_us/cards.json b/card_db/en_us/cards.json index e69de29..acb6aa4 100644 --- a/card_db/en_us/cards.json +++ b/card_db/en_us/cards.json @@ -0,0 +1,3325 @@ +[ + { + "cardset": "dominion", + "cost": "2", + "description": "+1 Action, Discard any number of cards. +1 Card per card discarded.", + "extra": " You can't discard Cellar to itself, since it isn't in your hand any longer when you resolve it. You choose what cards to discard and discard them all at once. You only draw cards after you have discarded. If you have to shuffle to do the drawing, the discarded cards will end up shuffled into your new Deck.", + "name": "Cellar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "Trash up to 4 cards from your hand.", + "extra": " You can't trash the Chapel itself since it isn't in your hand when you resolve it. You could trash a different Chapel card if that card were in your hand.", + "name": "Chapel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "+2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.", + "extra": " An attack card is one that says \"Attack\" on the bottom line (usually, \"Action - Attack\"). When someone else plays an Attack card, you may reveal the Moat by showing it from your hand to the other players and then returning it to your hand (before the Attack card resolves). You are then unaffected by that Attack card. You won't gain a Curse because of a Witch or reveal a card to a Spy, and so on. Moat doesn't stop anything an Attack does to other players or to the player of the Attack; for example, if everyone else Moats a Witch, the person who played it still gets to draw 2 cards. Moat can also be played on your turn as an Action to draw 2 cards.", + "name": "Moat", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+2 Coins, You may immediately put your deck into your discard pile.", + "extra": " You must resolve the Chancellor (decide whether or not to discard your Deck by flipping it into your Discard pile) before doing other things on your turn, like deciding what to buy or playing another Action card. You may not look through your Deck as you discard it.", + "name": "Chancellor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Card, +2 Actions.", + "extra": " If you're playing multiple Villages, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time.", + "name": "Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Buy, +2 Coins.", + "extra": " During your Buy phase, you may add 2 Coins to the total value of the Treasure cards played, and you may buy an additional card from the Supply.", + "name": "Woodcutter", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "Gain a card costing up to 4 Coins.", + "extra": " The card you gain is put into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you may gain. [You cannot gain cards with Potion in the cost with Workshop.]", + "name": "Workshop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).", + "extra": " If you have no cards left in your Deck when you play this card, the Silver you gain will become the only card in your Deck. Similarly, if another players has no cards in his Deck, the Victory card he puts on top will become the only card in his Deck.", + "name": "Bureaucrat", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash this card. Gain a card costing up to 5 Coins.", + "extra": " The gained card goes into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.", + "name": "Feast", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Variable, Worth 1 for every 10 cards in your deck (rounded down).", + "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 10 cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 39 cards, Gardens is worth 3 victory points. During set-up, place 12 Gardens in the Supply for a 3+ player game and 8 in the Supply for a 2 player game.", + "name": "Gardens", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+2 Coins, Each other player discards down to 3 cards in his hand.", + "extra": " The attacked players discard cards until they have only 3 cards in hand. Players who had 3 or fewer cards in hand when Militia was played do not discard any cards.", + "name": "Militia", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash a Copper from your hand. If you do, +3 Coins.", + "extra": " If you do not have a Copper in your hand to trash, you don't get the +3 Coins to spend in the Buy phase.", + "name": "Moneylender", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.", + "extra": " You cannot trash the Remodel as it isn't in your hand when you resolve it (you can trash a different Remodel card from your hand). If you do not have a card to trash, you cannot gain a card from the Remodel. The gained card goes in your Discard pile. You can only gain cards from the Supply. The gained card need not cost exactly 2 Coins more than the trashed card; it can cost that much or any amount less. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you gain. You can trash a card to gain a copy of the same card.", + "name": "Remodel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+3 Cards.", + "extra": " Draw three cards.", + "name": "Smithy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+1 Card, +1 Action, Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.", + "extra": " Spy causes all players, including the one who played it, to reveal the top card of their Deck. Note that you draw your card for playing Spy before any cards are revealed. Anyone who does not have any cards left in their Deck shuffles in order to have something to reveal. Anyone who still has no cards to reveal doesn't reveal one. If players care about the order in which things happen for this, you do yourself first, then each other player in turn order. Revealed cards that aren't discarded are returned to the top of their players' Decks.", + "name": "Spy", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.", + "extra": " A player with just one card left revealed that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards, and then you gain any of the trashed cards that you want. You can only take Treasures just trashed - not ones trashed on previous turns. You can take none of them, all of them, or anything in between. Put the Treasures you decided to gain into your Discard pile. The ones you choose not to gain stay in the Trash pile.", + "name": "Thief", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Choose an Action card in your hand. Play it twice.", + "extra": " You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have. You completely resolve playing the Action the first time before playing it the second time. If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times. If you Throne Room a card that gives you +1 Action, such as Market, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused! You cannot play any other Actions in between playing the Throne Roomed Action twice.", + "name": "Throne Room", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+4 Cards, +1 Buy, Each other player draws a card.", + "extra": " The other players must draw a card whether they want to or not. All players should shuffle as necessary.", + "name": "Council Room", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Actions, +1 Buy, +2 Coins.", + "extra": " If you are playing multiple Festivals, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time (i.e. \"I'm playing the Festival and now have two Actions remaining. I play a Market and have two Actions remaining. I play another Festival and now have three actions remaining...).", + "name": "Festival", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Cards, +1 Action.", + "extra": " Draw two cards. You may play another Action card during your Action phase.", + "name": "Laboratory", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.", + "extra": " If you have to shuffle in the middle, the set-aside cards are not shuffled into the new Deck. They will be discarded when you have finished drawing cards. If you run out of cards even after shuffling, you just get however many there were. You are not obligated to set aside Actions - you just have the option to do so. If you have 7 or more cards in hand after you play the Library, you don't draw any cards.", + "name": "Library", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+1 Card, +1 Action, +1 Buy, +1 Coin.", + "extra": " Draw a card. You may play another Action card during your Actions phase. During your Buy phase, you may buy an additional card from the supply, and add one coin to the total value of the Treasure cards played.", + "name": "Market", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.", + "extra": " Generally, you can trash a Copper card and gain a Silver, or trash a Silver card and gain a Gold. However, you could also trash a Treasure to gain the same Treasure or a cheaper one. The gained card goes in your hand; thus, you can spend it the same turn. If you don't have a Treasure card in your hand to trash, you can't gain anything.", + "name": "Mine", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Cards, Each other player gains a Curse card.", + "extra": " If there aren't enough Curses left to go around when you play the Witch, you deal them out in turn order - starting with the player after you. If you play Witch with no Curses remaining, you will still draw 2 cards. A player gaining a Curse puts it face-up into his Discard pile.", + "name": "Witch", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "6", + "description": "Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.", + "extra": " If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards. If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.", + "name": "Adventurer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "+3 Card, Put a card from your hand on top of your deck.", + "extra": " You draw cards and add them to your hand before putting one back. The card you put on top of your deck can be any card in your new hand and doesn't have to be one of the 3 you just drew.", + "name": "Courtyard", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).", + "extra": " First pick any 2 of the 4 options. You cannot pick the same option twice. After picking both, do both, in either order. You may not choose to draw a card, look at the card drawn, and then make your second choice.", + "name": "Pawn", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.", + "extra": " When you play this as an Action on your turn, you first discard any number of cards from your hand, then get 1 coin per card you discarded. You may choose to discard zero cards, but then you will get zero additional coins. The other ability does nothing at that time as it is only used as a Reaction. When someone else plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first you draw 2 cards, then you put at 2 cards from your hand on top of your deck (in any order). The cards you put back do not have to be the ones you drew. You can put Secret Chamber itself on top of your deck; it's still on your hand when you reveal it. Revealing Secret Chamber happens prior to resolving what an Attack does to you. For example, if another player plays Thief, you can reveal Secret Chamber, draw 2 cards, put 2 back, and then you resolve getting hit by the Thief. You can reveal Secret Chamber whenever another player plays an Attack card, even if that Attack would not affect you. Also, you can reveal more than one Reaction card in response to an Attack. For example, after revealing the Secret Chamber in response to an Attack and resolving the effect of the Secret Chamber, you can still reveal a Moat to avoid the Attack completely.", + "name": "Secret Chamber", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+1 Card, +1 Action, 1 ", + "extra": " This is both an Action card and a Victory card. When you play it, you draw a card and may play another Action. At the end of the game, it's worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Great Hall", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Card, Each player passes a card in their hand to the player on their left. You may trash a card from your hand.", + "extra": " First you draw 2 cards. Next, each player (all at the same time) chooses a card from his hand and places it face down on the table between him and the player to his left. The player to the left then puts that card into his hand. Cards are passed simultaneously, so you may not look at the card you are receiving until you have chosen a card to pass. Finally, you may trash a card from your hand. Only the player who played Masquerade may trash a card. This is not an Attack and cannot be responded to with Moat or Secret Chamber.", + "name": "Masquerade", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards.", + "extra": " You get 2 more Actions to use no matter what else happens. Then you must reveal your hand. If you have no Action cards in hand, you draw 2 cards. If the first card you draw is an Action card, you still draw the second card. Action - Victory cards are Action cards.", + "name": "Shanty Town", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.", + "extra": " If you choose to trash 2 cards and have 2 or more cards in your hand after playing the Steward, then you must trash exactly 2 cards. You may choose to trash 2 cards, even if you only have 1 card left in your hand after playing the Steward; just trash the remaining card in your hand. You cannot mix and match - you either draw 2 cards, get 2 coins, or trash 2 cards.", + "name": "Steward", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose.", + "extra": " A player with no cards left in his Deck shuffles first; a player who still has no cards does not trash a card or gain a card. If the order matters (such as when piles are running low), resolve Swindler in turn order starting with the player to your left. Gained cards go to discard piles. If a player trashed a 0-cost card such as Copper, you may choose to give him Curse (if there are any left). You can give a player another copy of the same card he trashed. The gained cards have to be ones from the Supply, and you have to pick a card that's left if you can (you cannot pick an empty pile). If there are no cards in the Supply with the same cost as a given player's trashed card, no card is gained by that player. A player who Moats this does not reveal a card from his deck, and so neither trashes a card nor gains a card.", + "name": "Swindler", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.", + "extra": " First you draw your card. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card in your hand. If you do not name the right card, you put the revealed card back on top.", + "name": "Wishing Well", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.", + "extra": " You are never obligated to discard an Estate, even if you have one in your hand. However, if you do not discard an Estate, you must gain an Estate (if there are any left); you cannot choose to just get +1 Buy from this Card.", + "name": "Baron", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.", + "extra": " Costs are 1 coin lower for all purposes. For example, if you played Village, then Bridge, then Workshop, you could use Workshop to gain a Duchy (because Duchy now costs 4 Coins due to the Bridge). Then if you played 3 Coins, you could buy a Silver (for 2 Coins) and an Estate (for 1 coin). Cards in players' decks are also affected. The effect is cumulative; if you Throne Room a Bridge, all cards will cost 2 Coins less this turn. Costs never go below 0 Coins. For this reason, if you play Bridge and then play Upgrade, you could trash a Copper (which still costs zero, even though you played Bridge) and gain a Pawn (which costs 1 after Bridge is played).", + "name": "Bridge", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.", + "extra": " You evaluate whether or not Conspirator gives you +1 Card and +1 Action when you play it. Action cards played later in the turn do not change this evaluation. For the purposes of counting actions, if you Throne Room an Action, that's one Action of the Throne Room, one for the selected Action played the first time, and one for the selected Action played the second time. For example, if you play Throne Room on Conspirator, the first conspirator will be your second Action, and won't give you +1 Card or +1 Action, but the second Conspirator will be your third Action, and you will get +1 Card and +1 Action for that second Conspirator. Action - Victory cards are Actions.", + "name": "Conspirator", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "Copper produces an extra 1 Coin this turn.", + "extra": " This just changes how much money you get when playing Copper. The effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you play that turn will produce 3 coins.", + "name": "Coppersmith", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.", + "extra": " The card you gain must be from the Supply and is put into your discard pile. You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). Costs of cards are affected by Bridge. [You cannot gain a card with Potion in the cost with Ironworks.]", + "name": "Ironworks", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins.", + "extra": " You must decide whether or not to trash Mining Village or not before moving on to other actions or other phases. You get a card and +2 Actions, whether you choose to trash it or not. If you trash it you also get +2 Coins. If you Throne Room a Mining Village, you cannot trash Mining Village twice. You will get +1 Card, +2 Actions, and +2 Coins the first time you play it and trash it and when you play it the second time with the Throne Room you get +1 Card and +2 Actions but cannot trash it again.", + "name": "Mining Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.", + "extra": " If there are fewer than 4 cards left in your deck, reveal all the cards in your deck, shuffle your discard pile (which does not include currently revealed cards), and then reveal the remainder needed. Action - Victory cards are Victory cards. Curse cards are not Victory cards. Take all revealed Victory cards into your hand; you cannot choose to leave some on top. You do not have to reveal the order that you put the cards back in.", + "name": "Scout", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Worth 1 per Duchy you have.", + "extra": " This does nothing until the end of the game, at which time it's worth 1 VP per Duchy you have. This counts all of your cards - your Discard pile and hand are part of your Deck at that point. During set-up, place 12 Dukes in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Duke", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.", + "extra": " You get +1 Action whichever option you choose. The options are +2 coins, or everything after that - discarding, drawing 4 cards, and other players discarding and drawing. A player who Moats this neither discards nor draws. Other players are only affected by this if they have 5 or more cards in hand. Other players can use Secret Chamber when you play Minion even if they do not have 5 or more cards in hand. [You make your choice on how to use Minion after other players are done revealing Reactions.]", + "name": "Minion", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.", + "extra": " Each other player turns over the top cards of his deck until he reveals one costing 3 coins or more. If a player needs to shuffle to continue revealing cards, he does not shuffle in the already revealed cards. If he goes through all of his cards without finding a card costing 3 coins or more, he just discards everything revealed and is done. If he does find a card costing 3 coins or more, he trashes it, and then may choose to gain a card costing at most 2 coins less than the trashed card. For example, if he trashed a card costing 5 coins, he may gain a card costing up to 3 coins. The gained card must be from the Supply and is put into his discard pile, as are his revealed cards. Costs of cards are affected by Bridge.", + "name": "Saboteur", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.", + "extra": " Each other player chooses which option to suffer and then suffers it. A player can choose to gain a Curse even when there are no Curses left, in which case he doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in hand or one card in hand (if he has one card, he discards that single card). Gained Curses go to the players' hands rather than their discard piles. If there aren't enough Curses left for everybody, deal them around in turn order starting with the player to your left. When the order matters (such as with very few Curses left), each player makes his decision of which fate to suffer in turn order.", + "name": "Torturer", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.", + "extra": " If you have 2 or more cards, you must trash exactly 2 cards and gain a Silver card. The gained Silver card goes into your hand and can be spent the same turn. If the Silver pile is empty, you do not gain a Silver card (but still trash cards if possible). If you only have one card left in your hand and you play Trading Post, you trash the one remaining card but you do not gain a Silver. If you have no cards left when you play this, nothing happens.", + "name": "Trading Post", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.", + "extra": " If the player after you has fewer than 2 cards left in his deck, he reveals all the cards in his deck, shuffles his discard pile (which does not include currently revealed cards), and then reveals the remainder needed. The player then discards the revealed cards. If the player after you does not have enough cards to reveal 2, he reveals what he can. You get bonuses for the types of cards revealed, counting only the different cards. A card with 2 types gives you both bonuses. So if the player to your left reveals Copper and Harem, you get +4 Coins and +2 cards; if he reveals 2 Silvers, you just get +2 coins. Curse produces no bonus.", + "name": "Tribute", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.", + "extra": " Draw a card first. Then, you must trash a card from your hand and gain a card costing exactly 1 coin more than the trashed card. The gained card has to be a card in the Supply, and it goes into your discard pile. If there are no cards available for that cost, you do not get one (you still trashed a card though). If you do not have a card in your hand to trash, you neither trash nor gain a card. Card costs are affected by Bridge. Since Bridge affects the costs of the card you trash and then card you gain, in most cases the Bridge will have no net effect. But since cards cannot go below zero in cost, a Bridge played before an Upgrade would allow you to trash a Copper and gain an Estate.", + "name": "Upgrade", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "6", + "description": "Worth 2 Coins, 2 ", + "extra": " This is both a Treasure card and a Victory card. You can play it for 2 coins, just like a Silver card. At the end of the game, it's worth 2 VP. During set-up, place 12 Harems in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Harem", + "potcost": 0, + "types": [ + "Treasure", + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "6", + "description": "2 \nChoose one: +3 Cards, or +2 Actions.", + "extra": " This is both an Action card and a Victory card. When you play it, you choose either to draw 3 cards or to get 2 more Actions to use; you cannot mix and match. At the end of the game, this is worth 2 VP. During set-up, place 12 Nobles in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Nobles", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.", + "extra": " You can pick any pile in the supply. If multiple Embargo cards are used to put Embargo tokens on the same pile, a player gains a Curse card for every Embargo token when they buy a card from that pile. You do not gain a Curse card if you gain a card from an Embargoed pile without buying it (for example, if you gain a card with Smugglers). If you Throne Room an Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile. If you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles. If there are no Curses left, Embargo tokens do nothing.", + "name": "Embargo", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.", + "extra": " First draw a card; then choose a card from your hand and set it aside, face down. Put the set aside card on the Haven, to remind you what it's for. Other players don't get to see what you put down. You have to set aside a card; it's not optional. Haven and the card stay there until the start of your next turn, at which point you put the set aside card into your hand. Haven itself is discarded during the Clean-up phase of that subsequent turn.", + "name": "Haven", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.", + "extra": " You get an action and a coin this turn, but only a coin next turn. Attack cards played by other players don't affect you, even if you want them to. You could reveal Secret Chamber in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card. You do still gain the benefits (like +Cards) of Attack cards you play on your turn. Lighthouse is discarded during the Cleanup phase of your next turn.", + "name": "Lighthouse", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.", + "extra": " When you first gain one of these, take a Native Village player mat to put cards from this on. When you play Native Village, either take all of the set aside cards from your Native Village player mat and put them into your hand, or set aside the top card of your deck face down (shuffling first if needed) on the Native Village player mat. You may choose either option even if you have no cards on your mat or no cards in your deck. You may look at the cards on your Native Village player mat at any time. At the end of the game, any cards still on your mat return to your deck for scoring. Native Village itself does not get set aside; it goes to your discard pile during the Clean-up phase.", + "name": "Native Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top.", + "extra": " Draw a card before you look at the bottom card of your deck. If placing the card on top of your deck, be sure not to look at the next card on the bottom of your deck while moving the card. If you have no cards left when it's time to look at the bottom, you shuffle first.", + "name": "Pearl Diver", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.", + "extra": " First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.", + "name": "Ambassador", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin.", + "extra": " You get a coin to spend and 2 more Actions to use this turn. At the start of your next turn you get a coin and only one more Action. This means you will be able to play 2 Actions total on your next turn (counting your normal Action). Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Fishing Village", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.", + "extra": " If you do not have 3 cards to look at from the top of your deck, look at as many as you can and then shuffle your discard pile to look at the remaining cards. You should look at all 3 cards before deciding which to trash, which card to discard, and which card to put back on top of your deck. If the 3 cards you look at are the last 3 cards in your deck, the card you put back on top of your deck will be the only card left in your deck. If you have less than 3 cards to look at, even after shuffling, then you must follow the instructions on the card in order. If you only have one card to look at, you must trash it. If you have 2 cards to look at, you must trash one and discard one.", + "name": "Lookout", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.", + "extra": " This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row. If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing. If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of. Gained cards must come from the supply. They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers. If the previous player gained a card via Black Market, you will not be able to gain a copy of it (no copies of it in the supply.) This is not an Attack; Lighthouse and Moat can't stop it. You cannot gain cards with Potion in the cost with Smugglers.", + "name": "Smugglers", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+3 Card, +1 Action, Discard 3 cards.", + "extra": " If you do not have 3 cards to draw in your deck, draw as many as you can, shuffle your discard pile, and draw the remaining cards. If you are still not able to draw 3 cards, draw as many as you can. You will still need to discard 3 cards if you can, even if you couldn't draw 3. You may discard any combination of cards that you just drew with the Warehouse or cards that were previously in your hand.", + "name": "Warehouse", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Card, +1 Action\nAt the start of your next turn, +1 Card.", + "extra": " Draw a card at the start of your next turn (not before); Caravan itself is discarded during the Cleanup phase of that subsequent turn.", + "name": "Caravan", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper).", + "extra": " Other players must discard one and only one Copper. If they do not have a Copper, they must reveal their hand for all players to see.", + "name": "Cutpurse", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Set aside this and another card from your hand. Return them to your deck at the end of the game. 2 VP", + "extra": " When you first take this card, take an Island player mat. Island is both an Action card and a Victory card. Use 8 Islands in a 2 player game, 12 Islands in a 3+ player game. Island and the card set aside with it are set aside face up on the Island player mat provided. They should not be shuffled back into your deck when you shuffle your discard pile. They are returned to your deck at the end of the game in order to calculate total victory points. Island is worth 2 VP. If you have no other cards in hand when you play Island, just set Island aside by itself. If you Throne Room an Island, set aside the Island and a card from your hand, then set aside another card from your hand. You may look through the cards on your Island playing mat and other players may ask to see them as well.", + "name": "Island", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.", + "extra": " You discard all 5 cards or none of them. If you don't discard them, put them back in any order. If there aren't 5 cards left in your deck, look at as many as you can, then shuffle your discard pile (not including the cards you are currently looking at), and look at the rest. If there still aren't 5, you just look at however many are left, and put them back or discard them.", + "name": "Navigator", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.", + "extra": " When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]", + "name": "Pirate Ship", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Buy, Trash a card from your hand. +Coins equal to its cost.", + "extra": " If you have at least one card in your hand, then you must trash one. If you don't have a card in hand left to trash, you get no coins, but still get the +1 Buy.", + "name": "Salvager", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.", + "extra": " A player with no cards left in his deck shuffles first in order to get a card to discard. If he still has no cards, he doesn't discard one. A player discarding his last card to this has the gained Curse become the only card in his deck. If there aren't enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who played Sea Hag.", + "name": "Sea Hag", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.", + "extra": " You can play this without another Treasure Map in your hand; if you do, you trash this and gain nothing. You have to actually trash two copies of Treasure Map to gain the Golds; so for example if you Throne Room a Treasure Map, with two more Treasure Maps in hand, then the first time Treasure Map resolves you trash it and another one and gain 4 Golds, and the second time it resolves you trash your other Treasure Map but gain nothing (since you didn't actually trash the played Treasure Map that time). If there aren't enough Gold cards left, just gain what you can. The gained Golds go on top of your Deck. If your deck was empty they become the only cards in it.", + "name": "Treasure Map", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Card, +2 Actions, +1 Coin.", + "extra": " You draw a card, get 2 more Actions to use, and get 1 more coin to spend this turn.", + "name": "Bazaar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.", + "extra": " You don't have to reveal a Province if you have one. If you do reveal one you gain a Gold, otherwise you gain a Silver. The gained card comes from the supply and is put into your hard; it can be spent the same turn.", + "name": "Explorer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.", + "extra": " The other players choose which cards they put on their decks and in what order. This has no effect on another player who already has only 3 cards in hand. A player with no cards left in their deck does not shuffle; the cards put back become the only cards in their deck.", + "name": "Ghost Ship", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Now and at the start of your next turn: +2 Coins.", + "extra": " You get 2 coins to spend this turn, and 2 more on your next turn. Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Merchant Ship", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.", + "extra": " The extra turn is completely normal except that your starting hand for it is only 3 cards. This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost. Leave Outpost in front of you until the end of the extra turn. If you play Outpost as well as a \"Now and at the start of your next turn\" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then. If you manage to play Outpost twice in one turn, you will still only get one extra turn. If you play Outpost during an extra turn, it won't give you another turn.", + "name": "Outpost", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.", + "extra": " You wait until the start of your next turn to draw the 5 extra cards; you don't draw them at the end of the turn you played Tactician. Tactician stays out in front of you until the Clean-up phase of your next turn. Because you must discard at least one card in order to gain the bonuses from tactician, it is not possible to Throne Room a Tactician to get +10 cards, +2 Buys, and +2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing or the extra Buy or the extra Action when you play Tactician for the second time.", + "name": "Tactician", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.", + "extra": " If you buy multiple cards and at least one of them is a Victory card, then none of your Treasuries can be put on top of your deck. If you played multiple Treasuries and did not buy a Victory card this turn, then you can put any or all of the played Treasuries on top of your deck. If you forget and discard a Treasury to your discard pile, then essentially you have chosen not to use the optional ability. You may not dig through your discard pile to retrieve it later. Gaining a Victory card without buying it, such as with Smugglers, does not stop you from putting Treasury on top of your deck.", + "name": "Treasury", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Now and at the start of your next turn: +2 Cards, +1 Buy.", + "extra": " You draw 2 cards and get an extra Buy this turn, and then draw 2 more cards and get another extra Buy at the start of your next turn. You don't draw your extra 2 cards for the next turn until that turn actually starts. Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Wharf", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "alchemy", + "cost": "0", + "description": "Trash a card from your hand. If it is an...\nAction card, gain a Duchy\nTreasure card, gain a Transmute\nVictory card, gain a Gold", + "extra": " If you have no cards left in hand to trash, you do not get anything. If you trash a Curse to this, you do not get anything - Curse is not an Action card or Victory card or Treasure card. If you trash a card with more than one type, you get each applicable thing. For example, if you trash an Action-Victory card (such as Nobles, from Intrigue), you gain both a Duchy and a Gold. Gained cards come from the Supply and go to your discard pile. If there are no appropriate cards left to gain, you don't gain those cards.", + "name": "Transmute", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "0", + "description": "Worth 1 for every 3 Action cards in your deck (rounded down).", + "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 3 Action cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 11 Action cards, Vineyard is worth 3 victory points. During set-up, put all 12 Vineyards in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Action, are Actions and so are counted by Vineyard.", + "name": "Vineyard", + "potcost": 1, + "types": [ + "Victory" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Card\n+1 Action\nReveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.", + "extra": " You draw a card first. Then reveal the top four cards, put the Coppers and Potions into your hand, and put the rest back on top of your deck. If there aren't four cards left in your deck, reveal what you can and shuffle to get the rest. If there still aren't enough cards, just reveal what there is. Any cards that are not Copper and are not Potion go back on top of your deck in an order your choose. You cannot choose not to take all of the Coppers and Potions. If after revealing four cards there are no cards left in your deck, the cards you put back will become the only cards in your deck.", + "name": "Apothecary", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Buy\n+1 Coin\nWhen you discard this from play, you may put one of your Treasures from play on top of your deck.", + "extra": " You get an extra coin to spend this turn, and may buy an additional card in your Buy phase. When you discard this from play (usually during Clean-up), you may choose a Treasure card you have in play, and put that card on your deck. If you have no cards in your deck, that Treasure will become the only card in your deck. You choose what order to discard cards during Clean-up; so, for example, if you have Herbalist, Potion, and Alchemist in play, you could choose to discard Alchemist first, putting it on top of your deck, then discard Herbalist, and put Potion on top of your deck. If you have multiple Herbalists in play, each one will let you put another Treasure from play onto your deck.", + "name": "Herbalist", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Action\nEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.\nPut all of your revealed cards into your hand.", + "extra": " First you reveal the top card of each player's deck, and either have them discard it or have them put it back. After you finish making those decisions, reveal cards from the top of your deck until you reveal a card that isn't an Action card. If you run out of cards without revealing an Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there. Put all of the revealed Action cards into your hand, plus that first non-Action you revealed. If the very first card you revealed was not an Action, that card goes into your hand. Cards with multiple types, one of which is Action, are Actions. The only cards that go into your hand are the ones revealed as part of the revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.", + "name": "Scrying Pool", + "potcost": 1, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+2 Actions\nYou may gain an Action card costing up to 5 Coins.", + "extra": " Gaining an Action card is optional. If you choose to gain one, it comes from the Supply, must cost no more than 5 coins, and goes to your discard pile. Cards with multiple types, one of which is Action, are Actions and can be gained this way. Cards with Potion in their cost can't be gained by this.", + "name": "University", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "+2 Cards\n+1 Action\nWhen you discard this from play, you may put this on top of your deck if you have a Potion in play.", + "extra": " When you play this, you draw two cards and may play an additional Action card this turn. In the Clean-up Phase, when you discard this, if you have at least one Potion card in play, you may put Alchemist on top of your deck. This is optional and happens before drawing your new hand. If you have no cards in your deck when you do this, Alchemist becomes the only card in your deck. If you have multiple Alchemists and a Potion, you can put any or all of the Alchemists on top of your deck. You don't have to have used the Potion to buy anything, you only need to have played it.", + "name": "Alchemist", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "+1 Card\n+1 Action\nEach other player gains a curse.", + "extra": " If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left. If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action. A player gaining a Curse puts it face-up into his Discard pile.", + "name": "Familiar", + "potcost": 1, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "When you play this, count your deck and discard pile.\nWorth 1 Coin per 5 cards total between them (rounded down).", + "extra": " This is a Treasure card. It is a Kingdom card; it will only be in games where it is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to be one of them. It is played during your Buy phase, like other Treasure cards. When you play it, count the number of cards in your deck and discard pile combined, divide by 5, and round down. That is how many coins this produces for you. Once played, the amount of coins you get does not change even if the number of cards changes later in the turn. The next time you play it, count again. If you play multiple copies, obviously the number will be the same for all of them. It does not matter what order your discard pile is in, but the order your deck is in matters. Do not change that order while counting! You will get to look through your discard pile as you count it. You only get to count your deck and discard pile, not your hand or cards in play or set aside cards. You cannot play more Treasures after buying something in your buy phrase; so for example you cannot buy a card, then play Philosopher's Stone, then buy another card.", + "name": "Philosopher's Stone", + "potcost": 1, + "types": [ + "Treasure" + ] + }, + { + "cardset": "alchemy", + "cost": "4", + "description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.\nDiscard the other cards, then play the Action cards in either order.", + "extra": " Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem. If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue. If you run out and have no discard pile left either, you just get the Actions you found. Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done. If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them. These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is Throne Room (from Dominion), you cannot use it on the other one.", + "name": "Golem", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "5", + "description": "+1 Action\nTrash a card from your hand.\n+1 Card per Coin it costs.\n+2 Cards if it has Potion in its cost.", + "extra": " If you do not have any cards left in hand to trash, you do not draw any cards. If you trash a card costing 0 coins, such as Curse or Copper, you do not draw any cards. Otherwise you draw a card per Coin the card you trashed cost, and another two cards if it had Potion in its cost. For example, if you trash a Golem, which costs 4 Coins and 1 Potion, you draw 6 cards.", + "name": "Apprentice", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "6", + "description": "The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.", + "extra": " You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering card interactions - the \"you\" in all cards still refers to the player being Possessed, not the player doing the Possessing. Possession has several pieces to it: -You can see the Possessed player's cards for the entire turn, which means you will see his next hand during Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at cards he has set aside with Native Village (from Seaside). You can count any cards he can count. -Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship). [Continued on blank tab]", + "name": "Possession", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "6", + "description": "-During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned.\n-If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed.\n-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.\n-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally.", + "extra": " -Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player game, then after the Possession turn, that player still gets his normal turn. If he played Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to his left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost. -Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn you played it. ", + "name": "Possession 2/2", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.", + "extra": " This is a Treasure worth 1 coin, like Copper. When you play it, you reveal cards from the top of your deck until revealing a Treasure card, and then you decide whether to trash that card or discard it. Then you discard all of the other revealed cards. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. Remember that you can play Treasures in any order in the Buy phase and can choose not to play some of your Treasures if you want.", + "name": "Loan", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "+1 Buy\n+1 Coin per token on the Trade Route mat.\nTrash a card from your hand.\n______________________\nSetup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.", + "extra": " You get an additional Buy to use in your Buy phase. You get +1 coin per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as +1 coin per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Intrigue card Harem, and so far Harem and Duchy have been bought, but no one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes 2 coins. It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.", + "name": "Trade Route", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "Draw until you have 6 cards in hand.\n______________________\nWhen you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.", + "extra": " When you play this, you draw cards one at a time until you have 6 cards in hand. If you have 6 or more cards in hand already, you do not draw any cards. When you gain a card, even on someone else's turn, you may reveal Watchtower from your hand, to either trash the gained card or put it on top of your deck. You may reveal Watchtower each time you gain a card; for example if another player plays Mountebank, you may use Watchtower to trash both the Curse and Copper, or to trash the Curse and put the Copper on top of your deck, or just to trash the Curse, and so on. You still did gain whatever card you gained; you just immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower on your own turn as well, for example when buying a card, or gaining a card via something like Expand. If you use Watchtower to put a card on your deck but have no cards left in your deck, you do not shuffle; the gained card becomes the only card in your deck. Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are gained during a Possession turn (from Alchemy), the player who played Possession is the one who can use Watchtower, not the player who is being possessed. If a gained card is going somewhere other than to your discard pile, such as a card gained with Mine (from Dominion), you can still use Watchtower to trash it or put it on your deck.", + "name": "Watchtower", + "potcost": 0, + "types": [ + "Reaction" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+1 Coin\n+1 \nTrash a card from your hand. + equal to half its cost in coins, rounded down.\nEach other player may trash a card from his hand.", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] Trashing a card is optional for the other players but mandatory for you. You trash a card, then each other player may trash a card, in turn order. Only the player who played Bishop can get VP tokens from it. Potion in costs is ignored, for example if you trash Golem (from Alchemy) which costs 4 coins 1 potion, you get 3 VP tokens total (counting the 1 VP you always get from Bishop). If you have no cards left in your hand to trash, you still get the 1 coin and 1 VP token.", + "name": "Bishop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+2 Coins; +1 ", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.]", + "name": "Monument", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "Worth 1 Coin.\n______________________\nWhile this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.", + "extra": " This is a Treasure worth 1 coin, like Copper. While it is in play, Action cards cost 2 coins less, to a minimum of 0 coins. It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost 3 coins, rather than the usual 7 coins. It affects the costs of cards that are Actions plus another type, such as Nobles (an Action - Victory card in Intrigue). It is also cumulative with other effects that modify costs; if you play Worker's Village in your Action phase, then two Quarries in your Buy phase, Peddler will cost 2 coins. It affects the costs of cards everywhere, such as cards in players' hands.", + "name": "Quarry", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "Worth 1 Coin.\n______________________\nWhile this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.", + "extra": " This is a Treasure worth 1 coin, like Copper. Each time you buy a non-Victory card costing 4 coins or less with this in play, you gain another copy of the bought card. If there are no copies left, you do not gain one. The gained card comes from the Supply and goes into your discard pile. If you have multiple Talismans, you gain an additional copy for each one; if you buy multiple cards for 4 coins or less, Talisman applies to each one. For example if you have two Talismans, four Coppers, and two Buys, you could Buy Silver and Trade Route, gaining two more Silvers and two more Trade Routes. Talisman only affects buying cards; it does not work on cards gained other ways, such as with Expand. A card if a Victory card if Victory is any of its types; for example Great Hall from Intrigue is an Action - Victory card, so it is a Victory card. Talisman only cares about the cost of the card when you buy it, not its normal cost; so for example it can get you a Peddler if you have played two Actions this turn, thus lowering Peddler's cost to 4 coins, or can get you a Grand Market if you played Quarry. [You may not choose to not gain the additional card from Talisman; you must gain an additional one for each Talisman in play if possible.]", + "name": "Talisman", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+1 Card\n+2 Actions\n+1 Buy", + "extra": " You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.", + "name": "Worker's Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+1 Card\n+2 Actions\nIf there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.", + "extra": " You draw a card and can play two more Actions no matter what. If there is just one empty pile in the Supply, you also draw another card. If there are two or more empty piles, you both draw another card, and get 1 coin to spend and an extra Buy to use in the Buy phase. There are no further bonuses if three or more piles are empty. This only checks how many piles are empty when you play it; if piles become empty later in the turn, you do not go back and get the bonuses. If a pile stops being empty due to cards being returned to it, such as with the Seaside card Ambassador, Cities played after that will not count that pile as empty. An empty trash pile does not count for this.", + "name": "City", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 3 Coins.\n+1 Buy\nWhen you play this, the player to your left names a card. You can't buy that card this turn.", + "extra": " This is a Treasure worth 3 coins, like Gold. When you play it, you get +1 Buy, the player to your left names a card, and you cannot buy the named card this turn. This does not stop you from gaining the card in ways other than buying it (such as via Hoard). He does not have to name a card in the Supply. If you play multiple Contrabands in one turn, the player to your left names a card each time; if he names different cards, you cannot buy any of the named cards this turn. You can play Treasures in any order, and you resolve this ability right when you play it, before playing any further Treasure cards. Note that once you buy a card in the Buy phase, you cannot play more Treasures. The number of cards left in a player's hand is public information; you can ask whenever you want to know it (for example, when that player plays Contraband).", + "name": "Contraband", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.", + "extra": " This card lets you look through your discard pile, something you normally are not allowed to do. You only get to look through your discard pile when you play this. You do not have to show the other players your entire discard pile, just the Coppers you take out. After you take out the Coppers, you can leave the cards in your discard pile in any order.", + "name": "Counting House", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "You may reveal a Treasure card from your hand. Gain a copy of it.\n______________________\nWhen you buy this, trash all Treasures you have in play.", + "extra": " When you buy this, you trash all of your Treasure cards in play. You do not trash Treasure cards in your hand or elsewhere; just the ones in play, if any. If you buy multiple cards in a turn, trash your Treasures right when you buy Mint; you still have any leftover coins they produced for spending on something else. Remember you do not have to play all of the Treasures from your hand each turn (just all the ones you want producing money for you). You do not get additional chances to play Treasure cards between buys in the Buy phase; first you play Treasures, then you buy cards. When you play Mint, you reveal a Treasure card from your hand and gain a copy of it from the Supply. The gained card goes into your discard pile. The revealed card stays in your hand. The Treasure card can also have other types, like Harem (from Intrigue). If you buy a Mint and use Watchtower to put it on top of your deck or trash it, you still trash all of your Treasures from play. However, if you buy a Mint with Royal Seal in play, the Royal Seal will be gone before you can use it to put Mint on your deck.", + "name": "Mint", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+2 Coins\nEach other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.", + "extra": " This hits the other players in turn order when that matters (such as when the Curse or Copper pile is low). Each of the other players in turn chooses whether or not to discard a Curse card from his hand, and if he does not, gains a Curse and a Copper from the Supply, putting them into his discard pile. If either the Curse or Copper pile is empty, he still gains the other one. If both are empty, he does not gain either, but can still discard Curse if he wants to. A player using Moat (from Dominion) on this may not discard a Curse, and doesn't gain a Curse or Copper - you cannot Moat just part of the attack. A player using Watchtower on this can use it just to trash the Curse, just to trash the Copper, or to trash both.", + "name": "Mountebank", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+3 Cards\nEach other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.", + "extra": " The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards. They discard revealed Treasures and Actions and put the rest back on top in whatever order they want. Cards with more than one type match all of their types; for example if a player reveals Nobles from Intrigue, it is an Action - Victory card, which means it is an Action, so he discards it.", + "name": "Rabble", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you gain a card, you may put that card on top of your deck.", + "extra": " This is a Treasure worth 2 coins, like Silver. 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. If you use this ability and there are no cards left in your deck, you do not shuffle; the card you gained becomes the only card in your deck. Royal Seal applies to all cards you gain while it is in play, whether bought or gained other ways. If you play the Alchemy card Possession, and during the extra turn you have the possessed played play Royal Seal, he cannot put the card on his deck - he is not gaining the card, you are.", + "name": "Royal Seal", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+2 Cards\nDiscard any number of cards. +1 Coin per card discarded.\nEach other player may discard 2 cards. If he does, he draws a card.", + "extra": " \"Any number\" includes zero. You draw cards first; you can discard the cards you just drew. Each other player chooses whether or not to discard 2 cards, then discards 2 cards if he chose to, then draws a card if he did discard 2 cards. If one of the other players has just one card, he can choose to discard it, but will not draw a card. Another player who discards but then has no cards left to draw shuffles in the discards before drawing.", + "name": "Vault", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.", + "extra": " This is a Treasure card worth 1 coin, like Copper. When you play it, you reveal cards from your deck until revealing a Treasure card. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. If you do find a Treasure, discard the other cards and play the Treasure. If that Treasure does something when played, do that something. For example if Venture finds you another Venture, you reveal cards again. Remember that you choose what order to play Treasure cards; for example if you have both Venture and Loan in hand, you can play either one first.", + "name": "Venture", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "+1 Buy\n+2 Coins\nEach other player discards down to 3 cards in hand.\n______________________\nWhile this is in play, when you buy a card, +1 .", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] You get 1 VP token for each card you buy, but do not get a VP token for gaining a card some other way. Multiple copies of Goons are cumulative; if you have two Goons in play and buy a Silver, you get 2 VP tokens. However if you King's Court a Goons, despite having played the card 3 times, there is still only one copy of it in play, so buying Silver would only get you 1 VP token.", + "name": "Goons", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "+1 Card\n+1 Action\n+1 Buy\n+2 Coins\n______________________\nYou can't buy this if you have any Copper in play.", + "extra": " You do not have to play all of the Treasures in your hand in your Buy phase. Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. Coppers that were in play earlier in the turn but are not anymore also don't stop you; if you have 11 Coppers in play and 2 Buys, you could buy a Mint, trash all of your played Treasures, and then buy a Grand Market. You can gain Grand Market other ways - for example with Expand - whether or not you have Coppers in play. Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth 1 coin (such as Loan).", + "name": "Grand Market", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you buy a Victory card, gain a Gold.", + "extra": " This is a Treasure worth 2 coins, like Silver. When you buy a Victory card with this in play, you gain a Gold card from the Supply, putting it into your discard pile. If there are no Golds left, you do not get one. If you have multiple Hoards in play, you will gain multiple Golds from buying a single one. So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two Estates and gain four Golds. Victory cards include cards that are other types as well, such as Nobles and Harem in Intrigue. You gain a Gold even if you use Watchtower to immediately trash the Victory card you gained. Victory cards gained other than by buying them do not get you Gold.", + "name": "Hoard", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Worth ? Coins.\nWhen you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).", + "extra": " This is a Treasure worth a variable amount. When you play Bank, it is worth 1 coin per Treasure you have in play, counting itself. Remember, you choose what order to play Treasure cards. If you play Bank with no other Treasures in play, it is worth 1 coin. If you play two copies of Bank in a row, the one you play second will be worth 1 coin more than the first one. Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.", + "name": "Bank", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.", + "extra": " This is not in your hand after you play it, so you cannot trash it as the card trashed. The card you gain can cost up to 3 coins more than the trashed card, but it can also cost any smaller amount, even less than the cost of the trashed card. You can trash a card and gain a copy of the same card. If you have no card in hand to trash, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile.", + "name": "Expand", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.", + "extra": " \"Any number\" includes zero. If you trash no cards, you have to gain a card costing 0 coins if you can. This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. If there is no card at the required cost, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile. Potion symbols (on cards from Alchemy) are not added, and the card you gain cannot have a potion symbol in its cost.", + "name": "Forge", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "You may choose an Action card in your hand. Play it three times.", + "extra": " This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice. You pick another Action card in your hand, play it, play it again, and play it a third time. This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it. You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as King's Court itself does). If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times. If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards.", + "name": "King's Court", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "8*", + "description": "+1 Card; +1 Action; +2 Coin\n______________________\nDuring your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.", + "extra": " Most of the time, this costs 8 coins. During Buy phases, this costs 2 coins less per Action card you have in play. This cost applies to all Peddler cards, including ones in hands and decks. It never costs less than 0 coins. If you play King's Court on Worker's Village, for example, that is just two Action cards you have in play, even though you played the Worker's Village three times. Buying cards using the promotional card Black Market is something that does not happen during a Buy phase, so Peddler still costs 8 coins then.", + "name": "Peddler", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "3", + "description": "+2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.\n(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.).", + "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", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "4", + "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.", + "name": "Envoy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.", + "extra": " Stash is a Treasure that produces 2 coins when played, like Silver. Whenever you shuffle your deck, you can choose where in your deck each copy of Stash that you have goes. You can't look at the fronts of the other cards in your deck to see where to put it; Stash itself has a different card back, so that's how you'll know where it is. If you have multiple copies of Stash, you can clump them together or spread them out or whatever you want. Since Stash has a different card back, you will also know if it's in a player's hand, or set aside for someone's Haven (from Seaside), and so on. ", + "name": "Stash", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "promo", + "cost": "4", + "description": "+1 Card\n+2 Actions\nAt the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.", + "extra": " When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Dominion: Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Dominion: Seaside).", + "name": "Walled Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "+1 Action\nChoose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.", + "extra": " You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).", + "name": "Governor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "8", + "description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).", + "extra": " Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. ", + "name": "Prince", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Worth 1 Coin.", + "extra": " 60 cards per game.", + "name": "Copper", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "3", + "description": "Worth 2 Coins.", + "extra": " 40 cards per game.", + "name": "Silver", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "6", + "description": "Worth 3 Coins.", + "extra": " 30 cards per game.", + "name": "Gold", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "9", + "description": "Worth 5 Coins.", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Platinum", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "4", + "description": "Worth 1 Potion.", + "extra": " This is a basic Treasure card. It costs 4 Coins and produces Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, if any of them have Potion in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion in the cost. If you don't have any cards with Potion in the cost in the Supply or the Black Market deck, do not use the Potion pile in this game. When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition.", + "name": "Potion", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "-1 ", + "extra": " Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.", + "name": "Curse", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "base", + "cost": "2", + "description": "1 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Estate", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "5", + "description": "3 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Duchy", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "8", + "description": "6 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.", + "name": "Province", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "11", + "description": "10 ", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Colony", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Pile of trash.", + "extra": "", + "name": "Trash", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+1 Action\nGain a Gold, putting it on top of your deck.\n(This is not in the Supply.)", + "extra": " The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules. ", + "name": "Bag of Gold", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "Worth 2 Coins.\nWhen you play this, +1 Coins per unused Action you have (Action, not Action card).\n(This is not in the Supply.)", + "extra": " This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules. ", + "name": "Diadem", + "potcost": 0, + "types": [ + "Treasure", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+2 Cards\nGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\n(This is not in the Supply.)", + "extra": " Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules. ", + "name": "Followers", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+1 Buy\nWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.\n(This is not in the Supply.)", + "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules. ", + "name": "Princess", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.\n(This is not in the Supply.)", + "extra": " First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules. ", + "name": "Trusty Steed", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "2", + "description": "+1 Card\n+1 Action\nYou may discard a card; If you do +1 Action.\nYou may discard a card; If you do +1 Buy", + "extra": " First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys. ", + "name": "Hamlet", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+2 Coin\nEach other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.", + "extra": " Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type. ", + "name": "Fortune Teller", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+1 Action\nReveal your hand.\nIf there are no duplicate cards in it, +3 Cards.\nOtherwise, +1 Card.", + "extra": " If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards. ", + "name": "Menagerie", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Actions\nReveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.", + "extra": " Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type. ", + "name": "Farming Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Buy\n+3 Coin\nDiscard 2 Cards\nWhen another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.", + "extra": " When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards. ", + "name": "Horse Traders", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.", + "extra": " Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing. ", + "name": "Remake", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Action\nEach player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.\nPrizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed", + "extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ", + "name": "Tournament", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Cards\nDiscard 2 cards. Each other player may reveal a Bane card from his hand.\nIf he doesn’t, he gains a Curse.\nSetup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.", + "extra": " This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse. ", + "name": "Young Witch", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.", + "extra": " Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed Copper, Silver, Copper, Estate, that would be +3 coins . ", + "name": "Harvest", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Worth 0 Coins\nWhen you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it’s a Victory card, trash this.", + "extra": " This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one). ", + "name": "Horn of Plenty", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+1 Card\n+1 Action\nReveal your hand. Reveal cards from your deck until you reveal a card that isn’t in a duplicate of one in your hand and discard the rest.", + "extra": " First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck. ", + "name": "Hunting Party", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+2 Coins\nEach other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.", + "extra": " Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card. ", + "name": "Jester", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "6", + "description": "Worth 2 for every 5 differently named cards in your deck (rounded down)", + "extra": " At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players. ", + "name": "Fairgrounds", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "cornucopia extras", + "cost": "0*", + "description": "Prizes are never in the supply. They can only be obtained via Tournament.\nBag of Gold: +1 Action; Gain a Gold, putting it on top of your deck.\nDiadem: +2 Coins; When you play this, +1 Coins per unused Action you have.\nFollowers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\nPrincess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less than 0 Coins.\nTrusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.", + "extra": " Prizes are never in the supply. They can only be obtained via Tournament. When Tournament is one of the Kingdom cards, set out the pile of five Prizes at the start of the game. ", + "name": "Prizes", + "potcost": 0, + "types": [ + "Prize" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "Reveal your hand.\n+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.", + "extra": " First reveal your hand, and draw a card for each Victory card you revealed, if any. The revealed cards all stay in your hand. Cards with two types, one of which is Victory, are Victory cards. Then, if this is the first time you played a Crossroads this turn, you get +3 Actions. Subsequent Crossroads this turn will give you cards but not Actions. Using a card that lets you play a card several times (like Throne Room from Dominion) on Crossroads, you will play Crossroads multiple times, getting +3 Actions the first time but not the others. ", + "name": "Crossroads", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "+2 Coins\nEach player (including you) looks at the top card of his deck, and discards it or puts it back.\n______________________\nIn games using this, when you gain a Duchy, you may gain a Duchess.", + "extra": " When you play this, you get +2 coins, and each player, including you, looks at the top card of his own deck and either discards it or puts it back on top, his choice. Any player with no cards in his deck shuffles his discard pile first; any player who still has no cards to look at does not look at one. When a player gains a Duchy in a game with Duchess in the Supply, that player may also gain a Duchess from the Supply. This works whether the player gained a Duchy due to buying one, or gained a Duchy some other way. Duchess does not interact in any special way with the promotional card Black Market. ", + "name": "Duchess", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "If this is the first time you played a Fool's Gold this turn, this is worth 1 coin, otherwise it's worth 4 coins.\n______________________\nWhen another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.", + "extra": " This is both a Treasure and a Reaction. It can be played in your Buy phase like other Treasures. When you play it, it is worth 1 coin if this is the first time you played a Fool's Gold this turn, and otherwise it is worth 4 coins. So if your lay three Fool's Golds in the same turn, the first is worth 1 coin, the second is worth 4 coins, and the third is worth 4 coins. Fool's Gold is also a Reaction. When another player gains a Province, you may trash Fool's Gold from your hand; if you do, you gain a Gold from the Supply, putting it on top of your deck rather than into your discard pile. If there are no cards in your deck, the Gold becomes the only card in your deck. If there are no Gold cards left in the Supply, you do not gain one, but can still trash Fool's Gold. This Reaction is only usable when another player gains a Province, not you. It is usable whether a Province was gained due to being bought, or gained some other way. ", + "name": "Fool's Gold", + "potcost": 0, + "types": [ + "Treasure", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "Trash a card from your hand. Gain a card costing exactly 1 coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck.", + "extra": " First trash a card from your hand, if you have any cards in hand. Develop itself is no longer in your hand and so cannot trash itself (though it can trash other copies of Develop). If you trashed a card, gain two cards, one costing exactly 1 coin more than the trashed card, and one costing exactly 1 coin less than the trashed card. The gained cards come from the Supply; gain them in either order. If there is no card in the Supply at one of the costs, you still gain the other card if you can. Put the gained cards on top of your deck rather than into your discard pile. If you trash a Copper with Develop, which costs 0 coins, you will try and fail to gain a card costing -1 coins (and also try to gain a card costing 1 coin). ", + "name": "Develop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "+1 Card\n+1 Action\n+1 Coins\nDiscard a card.", + "extra": " You draw before discarding. You can discard the card you drew. If you are unable to draw a card (due to having no cards in your deck, and none in your discard pile to shuffle), you still discard a card if able. ", + "name": "Oasis", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.\n+2 Cards", + "extra": " First, each player including you, reveals the top two cards of his deck, and either discards both of them or puts both of them back on top, your choice. A player putting the cards back puts them back in an order he chooses, and without needing to reveal that order. Then, you draw two cards. So if you put back the cards you revealed, you will draw them. ", + "name": "Oracle", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "+1 Card\n+1 Action\nAt the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.", + "extra": " When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn, at the start of Clean- up. At that time, you may optionally choose an Action card you have in play. If you discard that Action card from play this turn, as you normally do, you will put it on top of your deck. This happens before you draw cards for next turn. The Action card you choose can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme. If the Action card is not discarded during Clean- up, for example due to being a Duration card from Dominion: Seaside that was played this turn, then it does not get put on top of your deck. ", + "name": "Scheme", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "2 \n______________________\nWhen you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.", + "extra": " This is both a Victory card and a Reaction. At the end of the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability functions when you discard it. You cannot simply choose to discard it; something has to let you or make you discard it. This ability functions whether you discard Tunnel on your own turn (such as due to Oasis) or on someone else's (such as due to Margrave). It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck, or when set aside (such as due to Cartographer). If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold. Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold. This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with Border Village), when your deck is put into your discard pile, such as with Chancellor from Dominion, or with Possession from Dominion: Alchemy, when trashed cards are returned to you at end of turn. It also does not function during Clean-up, when you normally discard all of your played and unplayed cards. The key thing to look for is a card actually telling you to \"discard\" cards. The Gold you gain comes from the Supply and is put into your discard pile; if there is no Gold left in the Supply, you do not gain one. ", + "name": "Tunnel", + "potcost": 0, + "types": [ + "Victory", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Gain a Silver.\nLook at the top card of your deck; discard it or put it back.\nDraw until you have 5 cards in hand.\nYou may trash a card from your hand that is not a Treasure.", + "extra": " This card does four separate things, in the order listed; you do all of them (the last one is optional). First, gain a Silver from the Supply, putting it into your discard pile. If there are no Silvers left in the Supply, you do not gain one. Second, look at the top card of your deck, and either discard it or put it back on top. If there are no cards left in your deck, shuffle your discard pile to get a card to look at (this will shuffle in the Silver you just gained). If there are still no cards, you do not look at one. Third, draw cards until you have at least five cards in hand. If you already have five or more cards in hand, you do not draw any cards. If there are not enough cards left to draw between your deck and discard pile, just draw what you can. Fourth, you may trash a card from your hand that is not a Treasure card. Cards with two types, one of which is Treasure, are Treasures. ", + "name": "Jack of all Trades", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "+1 Coin\nWhen you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards.", + "extra": " When you play this, you get +1 coin. When you play this and also when you buy it, each other player reveals the top two cards of his deck, trashes a Silver or Gold he revealed that you choose, and discards the rest. Each of these players that did not reveal a Treasure at all gains a Copper from the Supply, putting it into his discard pile. Finally, you gain all of the Silvers and Golds trashed this way. This cannot trash any Treasures except Silver or Gold. Gaining a Noble Brigand without buying it does not cause this ability to happen. Noble Brigand is an Attack card, and when you play it, players can use cards like Moat from Dominion or Secret Chamber from Intrigue in response. However, buying a Noble Brigand is not \"playing an Attack card,\" and so cads like Moat cannot respond to that. ", + "name": "Noble Brigand", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "+1 Buy\n+2 Coins\n______________________\nWhen you gain this, put it on top of your deck.", + "extra": " When you gain this card, it goes on top of your deck rather than into your discard pile. This is true whether you gained it due to buying it or gained it some other way. If there were no cards in your deck, it becomes the only card in your deck. ", + "name": "Nomad Camp", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Worth 1 for every 4 Victory cards in your deck (round down).", + "extra": " This is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point for every four Victory cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Silk Roads count themselves. Round down; if you have 11 Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12 Silk Roads in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Victory, are Victory cards and so are counted by Silk Road. ", + "name": "Silk Road", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "You may trash a Treasure from your hand. If you do, choose one:\n+2 Cards and +1 Action;\nor +2 Coins and +1 Buy.", + "extra": " You may trash a Treasure card from your hand. This is optional. If you did trash a Treasure card, you choose either to get +2 Cards and +1 Action, or +2 coins and +1 Buy. ", + "name": "Spice Merchant", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.\n______________________\nWhen you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.", + "extra": " When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in coins. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, just gain all of the Silvers that you can. You only gain Silvers if you trashed a card. If you trash a card costing 0 coins, such as Copper, you will gain zero Silvers. You can trash Silver if you want; you will gain three Silvers for it normally. If costs are different, such as due to playing Highway, then Trader will give you a different number of Silvers, based on the current costs. For example ifyou play Highway and then Trader, trashing an Estate you will only gain one Silver. If you trash a card with Potion in its cost from Dominion: Alchemy, you do not get anything for the Potion, just for the coins that the card cost. Trader is also a Reaction. When you gain a card, whether due to buying it or due to gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply. If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it. For example if you buy Ill-Gotten Gains but use Trader to gain Silver instead, no-one will gain a Curse. However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. For example you can buy Farmland, trash a card from your hand and gain one costing 2 more, then use Trader to gain Silver rather than Farmland. If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card; you gain nothing instead of the card you would have gained. ", + "name": "Trader", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "Worth 3 coins\n______________________\nWhen you gain this, gain two Coppers.", + "extra": " This is a treasure worth 3 coins, like Gold. When you gain it, you also gain two Coppers from the Supply. if there are not two Coppers left, just gain as many as you can. You only gain Coppers when you gain Cache, not when you play it. You gain Coppers whether you gained Cache due to buying it, or gained it some other way. ", + "name": "Cache", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+1 Card\n+1 Action\nLook at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.", + "extra": " You draw a card first, then look at the top 4 cards of your deck. If there are fewer than 4 cards left in your deck, look at the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to look at. If there are still not enough cards, just look at as many as you can. Discard any number of the cards you looked at - none, all four, or something in-between - and put the rest back on top of your deck in any order. if there were no cards left in your deck, these become the only cards in your deck. You do not reveal the cards you put back. ", + "name": "Cartographer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+5 Cards\nDiscard 3 cards.\n______________________\nWhen you gain this, each other player gains a Silver.", + "extra": " When you play this, you draw five cards, then discard three cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard three cards if able, even if you were unable to draw the full five cards (due to not having enough cards in your deck and discard pile). If you do not have three cards to discard, you discard as many as you can. When you gain this, each other player gains a Silver. Players only gain Silvers when you gain this, not when you play this. They gain Silvers whether you gained Embassy due to buying it, or gained it some other way. Gaining Silvers is not optional for them. The Silvers come from the Supply. If there are not enough Silvers left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy. ", + "name": "Embassy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+2 Coins\n______________________\nWhile this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.", + "extra": " When you play this, you get +2 coins. While this is in play, whenever you buy a card, you gain a cheaper card that is not a Victory card. For example, you could buy a Province, and gain a Gold via Haggler. Gaining a card is not optional. The gained card comes from the Supply and is put into your discard pile. Haggler only gives you an extra card when you buy a card, not when you gain a card some other way (such as with Haggler itself). If there is no cheaper card available in the Supply (e.g., if you buy a Copper), you do not gain a card. Using a card that lets you play a card several times (like Throne Room from Dominion) on Haggler does not gain you two or more cards per card bought, as there is still only one copy of Haggler in play. The bonus is cumulative if you have three Hagglers in play, you will gain three more cards for each card you buy. Cards with two types, one of which is Victory, are Victory cards and so cannot be gained with Haggler. ", + "name": "Haggler", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+1 Card\n+1 Action\n______________________\nWhile this is in play, cards cost 1 Coin less, but not less than 0 Coins.", + "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper This applies to cards everywhere - cards in the Supply, cards in hand, cards in Decks. For example if you played Highway, then Develop, trashing a Copper, you could gain an Estate, as Estate would cost 4 coins while Copper would still cost 0 coins. Using a card that lets you play a card several times (like Throne Room from Dominion) on Highway will not make cards cost less, as there is still only one copy of Highway in play. The bonus is cumulative; if you have three Highways in play, all cards cost 1 coins less (to a minimum of 0 coins). ", + "name": "Highway", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "Worth 1 Coin\nWhen you play this, you may gain a Copper, putting it into your hand.\n______________________\nWhen you gain this, each other player gains a Curse.", + "extra": " This is a Treasure worth 2 coins like Copper. When you play it, you may gain a Copper. The gained Copper comes from the Supply and is put into your hand; you can immediately play it. If there is no Copper left in the Supply, you do not gain one. When you gain Ill-Gotten Gains, each other player gains a Curse. This happens whether you gain Ill-Gotten Gains due to buying it, or you gain it some other way. The Curses come from the Supply and go into discard piles. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. III-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like Moat from Dominion do not work against it. ", + "name": "Ill-Gotten Gains", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+2 Cards\n+2 Actions\nDiscard 2 cards.\n______________________\nWhen you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.", + "extra": " When you play this, you draw 2 cards, get +2 Actions, then discard 2 cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard cards if able, even if you were unable to draw 2 cards. When you gain this, you look through your discard pile (something normally not allowed) and shuffle any number of Action cards from it into your deck (leaving the rest of your discard pile in your discard pile). You do not have to shuffle any Action cards into your deck. You can shuffle the Inn you just gained into your deck; it is an Action card in your discard pile. Cards with two types, one of which is Action, are Action cards. You must reveal the Action cards that you choose to shuffle into your deck. It does not matter what order you leave your discard pile in afterwards. This ability functions if you gain Inn due to buying it, or gain Inn some other way. ", + "name": "Inn", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+3 Coins\nPut a card from your hand on top of your deck.\n______________________\nWhen you gain this, put all Treasures you have in play on top of your deck in any order.", + "extra": " When you play this, you get +3 coins, and put a card from your hand on top of your deck. If you have no cards left in hand, you do not put a card on top of your deck. If there are no cards left in your deck, the card you put on top becomes the only card in your deck. When you gain this, you put all of your Treasures from play on top of your deck in any order. You do not have to show this order to other players. You have to put all of your Treasures on top; you cannot leave some out. You only put Treasures from play on top of your deck, not unplayed Treasures from your hand. This does not stop you from having the coins you got from playing those Treasures; for example, if you have +1 Buy and play four Golds and buy a Mandarin, you put the Golds on top of your deck, and still have 7 coins left to spend. Mandarin puts your played Treasures on your deck whether you gained it due to buying it or gained it some other way, although normally you will only have Treasures in play in your Buy phase. ", + "name": "Mandarin", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+3 Cards\n+1 Buy\nEach other player draws a card, then discards down to 3 cards in hand.", + "extra": " You draw 3 cards and get +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. Drawing a card is not optional for them. A player who only has 3 cards or fewer after drawing does not discard. ", + "name": "Margrave", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "You may discard a Treasure. If you do, +3 Cards and +1 Action.", + "extra": " You may discard a Treasure card from your hand. This is optional. If you did discard one, you get +3 Cards and +1 Action. You draw after discarding, so if you have to shuffle to get the 3 cards, you will end up shuffling in the card you discarded. ", + "name": "Stables", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "6", + "description": "+1 Card\n+2 Actions\n______________________\nWhen you gain this, gain a card costing less than this.", + "extra": " When you play this, you draw a card and can play two more Actions this turn. When you gain this, you also gain a card from the Supply that costs less than Border Village. Normally that will be a card costing up to 5 coins, but if Border Village costs less than normal, such as due to Highway, then the card you gain will have a lower maximum cost. You only gain a card when you gain Border Village, not when you play it. You gain a card whether you gained Border Village due to buying it, or gained it some other way. ", + "name": "Border Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "6", + "description": "2 \n______________________\nWhen you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.", + "extra": " This is a Victory card, not an Action card. It is worth 2 victory points at the end of the game. When you buy it, you trash a card from your hand if able, and if you did, you gain a card from the supply costing exactly 2 coins more than the trashed card if able. If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the supply costing exactly 2 coins more than the trashed card, you do not gain a card. This ability only functions when you buy Farmland, not when you gain it some other way. During set-up, put all 12 Farmlands in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. ", + "name": "Farmland", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "Abandoned Mine: +1 Coin\nRuined Library: +1 Card\nRuined Market: +1 Buy\nRuined Village: +1 Action\nSurvivors: Look at the top 2 cards of your deck. Discard them or put them back in any order.", + "extra": " See Additional Rules for Dark Ages and Preparation. Abandoned Mine: When you play this, you just get +1 Coin. Ruined Library: When you play this, you draw a card. Ruined Market: When you play this, you just get +1 Buy. Ruined Village: When you play this, you just get +1 Action. Survivors: You either discard both cards, or put both cards back on top; you cannot just discard one card.", + "name": "Ruins", + "potcost": 0, + "types": [ + "Action", + "Ruins" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "+2 Actions\nReturn this to the Madman pile. If you do, +1 Card per card in your hand.\n(This card is not in the supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.", + "name": "Madman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "Worth 3 Coins\nWhen you play this, return it to the Spoils pile.\n(This is not in the Supply.)", + "extra": " This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.", + "name": "Spoils", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "When you buy a Victory card, you may trash this from your hand.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.", + "name": "Hovel", + "potcost": 0, + "types": [ + "Reaction", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+2 Actions", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.", + "name": "Necropolis", + "potcost": 0, + "types": [ + "Action", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "0 \n______________________\nWhen you trash this, +1 Card.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.", + "name": "Overgrown Estate", + "potcost": 0, + "types": [ + "Victory", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+4 Coins\nReveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.", + "extra": " First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.", + "name": "Poor House", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Coin\nChoose one: +2 Actions; or +2 Buys; or gain a Silver.\n______________________\nWhen you trash this, gain an Action card.", + "extra": " When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.", + "name": "Squire", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Card, +1 Action\nReveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.", + "extra": " You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.", + "name": "Vagrant", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.\nWhen you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.", + "extra": " When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", + "name": "Hermit", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Action\nReveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.", + "extra": " If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.", + "name": "Sage", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Worth 1 for every 3 Silvers in your deck (round down).\n______________________\nWhen you trash this, gain 3 Silvers.", + "extra": " This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.", + "name": "Feodum", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +2 Actions\n______________________\nWhen you trash this, put it into your hand.", + "extra": " When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.", + "name": "Fortress", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +1 Action\nReveal the top card of your deck; you may discard it. Either way, if it is an…\nAction card, +1 Action\nTreasure card, +1 Coin\nVictory card, +1 Card", + "extra": " First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.", + "name": "Ironmonger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.", + "extra": " Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.", + "name": "Procession", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +1 Action\nGain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).\n______________________\nWhen you trash this, +1 Card.", + "extra": " Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.", + "name": "Rats", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Play this as if it were an Action card in the Supply costing less than it that you choose.\nThis is that card until it leaves play.", + "extra": " When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile", + "name": "Band of Misfits", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Card, +2 Actions\nGain a Spoils from the Spoils pile.", + "extra": " Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.", + "name": "Bandit Camp", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.\nChoose one: +3 Coins; or trash your hand; or gain a Duchy.", + "extra": " This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.", + "name": "Count", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+2 Cards\nEach other player gains a Ruins. You may play a Cultist from your hand.\n______________________\nWhen you trash this, +3 Cards.", + "extra": " When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.", + "name": "Cultist", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.", + "extra": " You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.", + "name": "Graverobber", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.\nGain 2 Spoils from the Spoils pile.", + "extra": " First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.", + "name": "Pillage", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+2 Coins\nYou may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.", + "extra": " Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.", + "name": "Scavenger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "Trash a card from your hand. Gain a card costing up to 5 Coins.", + "extra": " You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.", + "name": "Altar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a card costing up to 4 Coins, putting it on top of your deck.", + "extra": " The card you gain comes from the Supply and is put on top of your deck.", + "name": "Armory", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "Gain 3 Coppers, putting them into your hand.\n______________________\nWhen another player plays an Attack card, you may discard this.\nIf you do, gain two Silvers, putting one on top of your deck.", + "extra": " When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.", + "name": "Beggar", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Look at the top 3 cards of your deck.\nChoose one: Put them into your hand;\nor discard them and +3 Cards.\n______________________\nWhen you trash this, gain a cheaper card.", + "extra": " When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.", + "name": "Catacombs", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Worth 1 Coin\n+1 Buy\nWhen you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure", + "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.", + "name": "Counterfeit", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+5 Coins\nYou may trash an Action card from your hand. If you don’t, trash this.\n______________________\nWhen you gain this, gain 2 Ruins.", + "extra": " When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.", + "name": "Death Cart", + "potcost": 0, + "types": [ + "Action", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Action\n+1 Buy\nTrash a card from your hand.\n+1 Coin per differently named Treasure\nin the trash.", + "extra": " Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin er differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.", + "name": "Forager", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Card\n+1 Action\n+1 Coin\nTrash a card from your hand.", + "extra": " You have to trash a card from your hand if you can. You draw before trashing.", + "name": "Junk Dealer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.", + "extra": " The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 Victory at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.", + "name": "Knights", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a Spoils from the Spoils pile.\nEach other player gains a Ruins.", + "extra": " First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.", + "name": "Marauder", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Card\n+1 Action\n+1 Buy\n______________________\nWhen one of your cards is trashed,\nyou may discard this from your\nhand. If you do, gain a Gold.", + "extra": " When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.", + "name": "Market Square", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 1 Action\nName a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.", + "extra": " You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.", + "name": "Rebuild", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 2 Coins\nIf there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.", + "extra": " If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.", + "name": "Rogue", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+ 1 Buy\nDiscard any number of cards.\n+1 Card per card discarded.\nDiscard any number of cards.\n+ 1 Coins per card discarded the second time.", + "extra": " Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.", + "name": "Storeroom", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Card\n+1 Action\nEach other player discards down to 4 cards in hand.\n______________________\nWhen you play another Attack card with this in play, you may trash this.\nIf you do, gain a Mercenary from the Mercenary pile.", + "extra": " When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "name": "Urchin", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card\n+2 Actions\nReveal the top 3 cards of your deck.\nPut the Actions back on top in any order and discard the rest.", + "extra": " First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.", + "name": "Wandering Minstrel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "+ 4 Cards\n______________________\nWhen you trash this,\ngain a Duchy or 3 Estates.", + "extra": " When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.", + "name": "Hunting Grounds", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "You may trash 2 cards from your hand.\nIf you do, +2 Cards, + 2 Coins,\nand each other player discards down to 3 cards in hand.\n(This is not in the Supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.", + "name": "Mercenary", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Action\n+ 2 Coins\nName a card.\nReveal the top card of your deck.\nIf it’s the named card, put it into your hand.", + "extra": " You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.", + "name": "Mystic", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages extras", + "cost": "1", + "description": "Hovel: When you buy a Victory card, you may trash this from your hand.\nNecropolis: +2 Actions\nOvergrown Estate: 0 ; when you trash this, +1 Card.", + "extra": " See Preparation. A shelter is never in the supply. Hovel: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. Necropolis: This is an Action card; when you play it, you get +2 Actions. ", + "name": "Shelters", + "potcost": 0, + "types": [ + "Action", + "Shelter" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", + "name": "Urchin / Mercenary", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", + "extra": " Madman: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ", + "name": "Hermit / Madman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Action\nReveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.", + "extra": " If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand. ", + "name": "Advisor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Card\n+1 Action\nTake a Coin token.\n______________________\nSetup: Each player takes a Coin token.", + "extra": " When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck. ", + "name": "Baker", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.", + "extra": " First take two Coin tokens. Then you may trash a card from your hand and pay any number of Coin tokens (returning them to the pile). The number of Coin tokens you pay can be zero. Butcher itself is no longer in your hand and so cannot trash itself (though it can trash another copy of Butcher). If you trashed a card, you gain a card costing up to the cost of the trashed card plus the number of Coin tokens you paid. For example, you could trash an Estate and pay six Coin tokens to gain a Province, or you could trash another Butcher and pay zero Coin tokens to gain a Duchy. You can pay the Coin tokens you just got. Paying Coin tokens for this ability does not get you coins to spend, it just changes what cards you can gain with this ability. ", + "name": "Butcher", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "2", + "description": "+1 Action\n+1 Buy\nTake a Coin token.", + "extra": " You get +1 Action and +1 Buy, and take a Coin token. ", + "name": "Candlestick Maker", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "3+", + "description": "Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.", + "extra": " When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coins, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again. ", + "name": "Doctor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4+", + "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it is an Action, play it.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.", + "extra": " When you play this, first draw a card and get +1 Action, then reveal the top card of your deck. If it is an Action card, play it; this is not optional. Playing the Action card does not \"use up\" one of your Action plays for the turn. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If Herald plays a Duration card (from Dominion: Seaside), the Herald is still discarded normally at end of turn, as it is not needed to track anything. When you buy this, you put one card from your discard pile on top of your deck for each extra 1 Coin you pay over the cost. For example, if you buy Herald for 6 Coins, you will put two cards from your discard pile on top of your deck. This card lets you look through your discard pile; normally you cannot. You cannot look through your discard pile first to see how much you want to overpay, and once you overpay you must put the appropriate number of cards on top of your deck if possible. If you overpay enough to put more cards on your deck than there are cards in your discard pile, you just put all of your discard pile onto your deck. You may not look through your discard pile if you buy Herald without overpaying for it. When you put multiple cards on your deck due to overpaying for a Herald, put them on your deck in any order. ", + "name": "Herald", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.", + "extra": " This draws you three cards that are not a particular card. First name a card. It does not have to be a card being used this game. Then reveal cards from the top of your deck until you have revealed three cards that are not the named card. If you run out of cards without finding three, shuffle your discard pile into your deck and continue. If you still cannot find three, stop. Put the cards you found that were not the named card into your hand and discard the rest. ", + "name": "Journeyman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "3+", + "description": "Worth 1 Coin.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.", + "extra": " This is a Treasure worth 1 Coin, like Copper. When you buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. ", + "name": "Masterpiece", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Buy\n+1 Coin\n______________________\nWhile this is in play, when you buy a card, take a Coin token.", + "extra": " When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Dominion: Prosperity), you will only get one Coin token when you buy a card. ", + "name": "Merchant Guild", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Card\n+2 Actions\nYou may discard a Treasure card. If you do, take a Coin token.", + "extra": " First you draw a card and get +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Dominion: Intrigue), are Treasures. ", + "name": "Plaza", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a card.", + "extra": " The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left. Each player who gained a Curse draws a card. This is not optional. A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card. A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card. ", + "name": "Soothsayer", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "guilds", + "cost": "2+", + "description": "Trash a card from your hand. Gain 2 cards each costing less than it.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.", + "extra": " When you play this, trash a card from your hand, and gain two cards, each costing less than the card you trashed. Trashing a card is not optional. If you do not have any cards left in your hand to trash, you do not gain any cards. The two cards you gain can be different or the same. For example you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional if you trashed a card. The gained cards come from the Supply and are put into your discard pile; if there are no cheaper cards in the Supply (for example if you trash a Copper), you do not gain any. If there is only one card in the Supply cheaper than the trashed card, you gain that one. The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as Inn from Dominion: Hinterlands. When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid. The Action cards can be different or the same. For example, if you buy Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from the Supply and are put into your discard pile. If there are no cards with the appropriate cost in the Supply, you do not gain one. Overpaying with a Potion (from Dominion: Alchemy) will let you gain cards with Potion in the cost. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing 0 Coins. ", + "name": "Stonemason", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.", + "extra": " You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from Dominion: Intrigue), are Treasures. If you do trash a Treasure, each other player with at least five cards in hand discards a copy of it from her hand if she can, or reveals a hand with no copies of it, and you gain a Treasure costing up to 3 Coins more than the trashed Treasure, putting it on top of your deck. If there are no cards in your deck, it becomes the only card in your deck. You do not have to gain a more expensive Treasure; you may gain a Treasure with the same cost, or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. The gained Treasure comes from the Supply. ", + "name": "Taxman", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.", + "extra": " You choose something when you play it, and again at the start of your next turn; the choices may be the same or different. ", + "name": "Amulet", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Card\n+1 Action\n+1 Coin\nDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.", + "extra": " First you get +1 Card, +1 Action, and + Coin . Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards. ", + "name": "Artificer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:\n+1 Buy\n______________________\nWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.", + "extra": " This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins). ", + "name": "Bridge Troll", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Card\n+1 Action\nAt the start of your next turn, +1 Coin\n______________________\nWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)", + "extra": " This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with. ", + "name": "Caravan Guard", + "potcost": 0, + "types": [ + "Action", + "Duration", + "Reaction" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Action\nNow and at the start of your next turn: +2 Cards then discard 2 cards.", + "extra": " When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards. ", + "name": "Dungeon", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Put this on your Tavern mat.\n______________________\nWhen you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.", + "extra": " When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn. ", + "name": "Duplicate", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+2 Cards\nSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.", + "extra": " You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn. ", + "name": "Gear", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time. ", + "name": "Giant", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to discard your hand and draw 5 cards.", + "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play. ", + "name": "Guide", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.\nAt the start of your next turn:\n+3 Cards", + "extra": " you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played. ", + "name": "Haunted Woods", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "At the start of each of your turns for the rest of the game:\n+1 Card\n(This stays in play.)", + "extra": " After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game. ", + "name": "Hireling", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+2 Cards\n+2 Actions\n______________________\nWhen you gain this, each other player draws a card.", + "extra": " When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way. ", + "name": "Lost City", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.", + "extra": " If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card. ", + "name": "Magpie", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Buy\n+2 Coins\nYou may put your deck into your discard pile.\n______________________\nWhen this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.", + "extra": " When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything. ", + "name": "Messenger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.", + "extra": " You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end. ", + "name": "Miser", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Buy\nTurn your Journey token over (it starts face up). If it's face up, +5 Cards.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger. ", + "name": "Ranger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand.", + "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play. ", + "name": "Ratcatcher", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Action\nTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest.", + "extra": " If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze. ", + "name": "Raze", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nDirectly after resolving an Action, if it's still in play, you may call this, to replay that Action.", + "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice. ", + "name": "Royal Carriage", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Action\n+1 Coin\nPlay up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid.", + "extra": " This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards. ", + "name": "Storyteller", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Until your next turn, when any other player buys a card, he gains a Curse.\nAt the start of your next turn:\n+3 Coins", + "extra": " you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played. ", + "name": "Swamp Hag", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.", + "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card. ", + "name": "Transmogrify", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Buy\n+4 Coins\nPut this on your Tavern mat.\n______________________\nAt the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.", + "extra": " When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total. ", + "name": "Wine Merchant", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Card\n+2 Actions\n______________________\nWhen you buy this, gain another Port.", + "extra": " When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12. ", + "name": "Port", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "1 Coin\nWhen you play this, put it on your Tavern mat.\n______________________\nDirectly after resolving an Action, you may call this for +2 Actions.", + "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play. ", + "name": "Coin of the Realm", + "potcost": 0, + "types": [ + "Treasure", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "2 Coins\nWhen you play this, each other player puts his -1 Card token on his deck.", + "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck. ", + "name": "Relic", + "potcost": 0, + "types": [ + "Treasure", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "2 Coins\nWhen you play this, gain a Gold and a Copper.", + "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card. ", + "name": "Treasure Trove", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Put this on your Tavern mat.\n______________________\nWorth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).", + "extra": " This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth). ", + "name": "Distant Lands", + "potcost": 0, + "types": [ + "Action", + "Reserve", + "Victory" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Card\n+1 Action\n______________________\nWhen you discard this from play, you may exchange it for a Treasure Hunter.", + "extra": " See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile. ", + "name": "Page", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Buy\n+1 Coin\n______________________\nWhen you discard this from play, you may exchange it for a Soldier.", + "extra": " See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile. ", + "name": "Peasant", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "3*", + "description": "+1 Action\n+1 Coin\nGain a Silver per card the player to your right gained in his last turn.\n______________________\nWhen you discard this from play, you may exchange it for a Warrior.\n(This is not in the Supply.)", + "extra": " This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile. ", + "name": "Treasure Hunter", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "4*", + "description": "+2 Cards\nFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.\n______________________\nWhen you discard this from play, you may exchange it for a Hero.\n(This is not in the Supply.)", + "extra": " Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers. ", + "name": "Warrior", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "5*", + "description": "+2 Coins\nGain a Treasure.\n______________________\nWhen you discard this from play, you may exchange it for a Champion.\n(This is not in the Supply.)", + "extra": " The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game. ", + "name": "Hero", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "6*", + "description": "+1 Action\nFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.\n(This stays in play. This is not in the Supply.)", + "extra": " Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn. ", + "name": "Champion", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "3*", + "description": "+2 Coins\n+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.\n______________________\nWhen you discard this from play, you may exchange it for a Fugitive.\n(This is not in the Supply.)", + "extra": " This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier. ", + "name": "Soldier", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "4*", + "description": "+2 Cards\n+1 Action\nDiscard a card.\n______________________\nWhen you discard this from play, you may exchange it for a Disciple.\n(This is not in the Supply.)", + "extra": " When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn. ", + "name": "Fugitive", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "5*", + "description": "You may play an Action card from your hand twice. Gain a copy of it.\n______________________\nWhen you discard this from play, you may exchange it for a Teacher.\n(This is not in the Supply.)", + "extra": " Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded. ", + "name": "Disciple", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "6*", + "description": "Put this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).\n(This is not in the Supply.)", + "extra": " When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile. ", + "name": "Teacher", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.", + "extra": " You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile. ", + "name": "Alms", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.", + "extra": " When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards. ", + "name": "Ball", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Trash up to 2 cards you have in play.", + "extra": " This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant. ", + "name": "Bonfire", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "+1 Buy\nOnce per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.", + "extra": " You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section. ", + "name": "Borrow", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Draw 2 extra cards for your next hand.", + "extra": " This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total. ", + "name": "Expedition", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin.", + "extra": " When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section. ", + "name": "Ferry", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "7", + "description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).", + "extra": " You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile. ", + "name": "Inheritance", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).", + "extra": " When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section. ", + "name": "Lost Arts", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.", + "extra": " You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours. ", + "name": "Mission", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "8", + "description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).", + "extra": " When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section. ", + "name": "Pathfinding", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage. ", + "name": "Pilgrimage", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)", + "extra": " When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section. ", + "name": "Plan", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.", + "extra": " You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold. ", + "name": "Quest", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.", + "extra": " This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. ", + "name": "Raid", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "1", + "description": "+1 Buy\nOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).", + "extra": " You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand. ", + "name": "Save", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Buy\nLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.", + "extra": " When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party. ", + "name": "Scouting Party", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).", + "extra": " When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain. ", + "name": "Seaway", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Trash up to 2 cards from your hand.\nGain a Silver per card you trashed.", + "extra": " You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile. ", + "name": "Trade", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "Move your + 1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).", + "extra": " When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section. ", + "name": "Training", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+2 Buys\nWhen you gain a card this turn, you may put it on top of your deck.", + "extra": " When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile. ", + "name": "Travelling Fair", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures extras", + "cost": "*", + "description": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", + "extra": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", + "name": "Events", + "potcost": 0, + "types": [ + "Event" + ] + } +] From 96fb4bb8e0dec33e09e1e55512647f59424ca5f4 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 14:09:53 -0800 Subject: [PATCH 05/23] bite the bullet: JSON card db is now the true source; remove text versions of card db, update card groups to JSON --- card_db/en_us/card_groups.json | 52 + card_db/en_us/card_groups.txt | 6 - card_db/en_us/cards.json | 2 +- card_db/en_us/dominion_card_extras.txt | 2583 ------------------------ card_db/en_us/dominion_cards.txt | 695 ------- card_db/it/card_groups.json | 52 + dominion_tabs.py | 178 +- 7 files changed, 128 insertions(+), 3440 deletions(-) create mode 100644 card_db/en_us/card_groups.json delete mode 100644 card_db/en_us/card_groups.txt delete mode 100644 card_db/en_us/dominion_card_extras.txt delete mode 100644 card_db/en_us/dominion_cards.txt create mode 100644 card_db/it/card_groups.json diff --git a/card_db/en_us/card_groups.json b/card_db/en_us/card_groups.json new file mode 100644 index 0000000..462cb78 --- /dev/null +++ b/card_db/en_us/card_groups.json @@ -0,0 +1,52 @@ +{ + "Tournament": { + "subcards": [ + "Bag of Gold", + "Diadem", + "Followers", + "Princess", + "Trusty Steed" + ], + "new_name": "Tournament and Prizes" + }, + "Shelters": { + "subcards": [ + "Hovel", + "Overgrown Estate", + "Necropolis" + ], + "new_name": "Shelters" + }, + "Page": { + "subcards": [ + "Treasure Hunter", + "Warrior", + "Hero", + "Champion" + ], + "new_name": "Page -> Champion" + }, + "Peasant": { + "subcards": [ + "Soldier", + "Fugitive", + "Disciple", + "Teacher" + ], + "new_name": "Peasant -> Teacher" + }, + "Hermit \/ Madman": { + "subcards": [ + "Hermit", + "Madman" + ], + "new_name": "Hermit \/ Madman" + }, + "Urchin \/ Mercenary": { + "subcards": [ + "Urchin", + "Mercenary" + ], + "new_name": "Urchin \/ Mercenary" + } +} diff --git a/card_db/en_us/card_groups.txt b/card_db/en_us/card_groups.txt deleted file mode 100644 index add9a68..0000000 --- a/card_db/en_us/card_groups.txt +++ /dev/null @@ -1,6 +0,0 @@ -Tournament, Bag of Gold, Diadem, Followers, Princess, Trusty Steed, Tournament and Prizes -Shelters, Hovel, Overgrown Estate, Necropolis, Shelters -Page, Treasure Hunter, Warrior, Hero, Champion, Page -> Champion -Peasant, Soldier, Fugitive, Disciple, Teacher, Peasant -> Teacher -Hermit, Madman, Hermit / Madman -Urchin, Mercenary, Urchin / Mercenary diff --git a/card_db/en_us/cards.json b/card_db/en_us/cards.json index acb6aa4..1bf9c24 100644 --- a/card_db/en_us/cards.json +++ b/card_db/en_us/cards.json @@ -2475,7 +2475,7 @@ "cardset": "dark ages extras", "cost": "3", "description": "Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", - "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", + "extra": " Mercenary: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", "name": "Urchin / Mercenary", "potcost": 0, "types": [ diff --git a/card_db/en_us/dominion_card_extras.txt b/card_db/en_us/dominion_card_extras.txt deleted file mode 100644 index 505fc82..0000000 --- a/card_db/en_us/dominion_card_extras.txt +++ /dev/null @@ -1,2583 +0,0 @@ -:::Copper -60 cards per game. -:::Silver -40 cards per game. -:::Gold -30 cards per game. -:::Estate -Put 8 in the Supply in a game with two players. - -Put 12 in the Supply in a game with three or more -players. -:::Duchy -Put 8 in the Supply in a game with two players. - -Put 12 in the Supply in a game with three or more -players. -:::Province -Put 8 in the Supply in a game with two players. - -Put 12 in the Supply in a game with three or four -players. -Put 15 in the Supply in a game with five players. - -Put 18 in the Supply in a game with six players. -:::Trash -:::Adventurer -If you have to shuffle in the middle, shuffle. Don't -shuffle in the revealed cards as these cards do not go -to the Discard pile until you have finished revealing -cards. If you run out of cards after shuffling and still -only have one Treasure, you get just that one -Treasure. -:::Bureaucrat -If you have no cards left in your Deck when you play -this card, the Silver you gain will become the only -card in your Deck. Similarly, if another players has -no cards in his Deck, the Victory card he puts on top -will become the only card in his Deck. -:::Cellar -You can't discard Cellar to itself, since it isn't in -your hand any longer when you resolve it. You -choose what cards to discard and discard them all at -once. You only draw cards after you have discarded. -If you have to shuffle to do the drawing, the -discarded cards will end up shuffled into your new -Deck. -:::Chancellor -You must resolve the Chancellor (decide whether or -not to discard your Deck by flipping it into your -Discard pile) before doing other things on your turn, -like deciding what to buy or playing another Action -card. You may not look through your Deck as you -discard it. -:::Chapel -You can't trash the Chapel itself since it isn't in your -hand when you resolve it. You could trash a -different Chapel card if that card were in your hand. -:::Council Room -The other players must draw a card whether they -want to or not. All players should shuffle as -necessary. -:::Feast -The gained card goes into your Discard pile. It has to -be a card from the Supply. You cannot use coins -from Treasures or previous Actions (like the Market) -to increase the cost of the card that you gain. If you -use Throne Room on Feast, you will gain two cards, -even though you can only trash Feast once. Gaining -the card isn't contingent on trashing Feast; they're -just two things that the card tries to make you do. -:::Festival -If you are playing multiple Festivals, keep a careful -count of your Actions. Say how many you have left -out loud; this trick works every time (i.e. "I'm -playing the Festival and now have two Actions -remaining. I play a Market and have two Actions -remaining. I play another Festival and now have -three actions remaining...). -:::Gardens -This Kingdom card is a Victory card, not an Action -card. It does nothing until the end of the game, when -it is worth 1 victory point per 10 cards in your Deck -(counting all of your cards - your Discard pile and -hand are part of your Deck at that point). Round -down; if you have 39 cards, Gardens is worth 3 -victory points. During set-up, place 12 Gardens in -the Supply for a 3+ player game and 8 -in the Supply for a 2 player game. -:::Laboratory -Draw two cards. You may play another Action card -during your Action phase. -:::Library -If you have to shuffle in the middle, the set-aside -cards are not shuffled into the new Deck. They will -be discarded when you have finished drawing cards. -If you run out of cards even after shuffling, you just -get however many there were. You are not obligated -to set aside Actions - you just have the option to do -so. If you have 7 or more cards in hand after you -play the Library, you don't draw any cards. -:::Market -Draw a card. You may play another Action card -during your Actions phase. During your Buy phase, -you may buy an additional card from the supply, and -add one coin to the total value of the Treasure cards -played. -:::Militia -The attacked players discard cards until they have -only 3 cards in hand. Players who had 3 or fewer -cards in hand when Militia was played do not discard -any cards. -:::Mine -Generally, you can trash a Copper card and gain a -Silver, or trash a Silver card and gain a Gold. -However, you could also trash a Treasure to gain the -same Treasure or a cheaper one. The gained card -goes in your hand; thus, you can spend it the same -turn. If you don't have a Treasure card in your hand -to trash, you can't gain anything. -:::Moat -An attack card is one that says "Attack" on the bottom line -(usually, "Action - Attack"). When someone else plays an -Attack card, you may reveal the Moat by showing it from your -hand to the other players and then returning it to your hand -(before the Attack card resolves). You are then unaffected by -that Attack card. You won't gain a Curse because of a Witch or -reveal a card to a Spy, and so on. Moat doesn't stop -anything an Attack does to other players or to the player of the -Attack; for example, if everyone else Moats a Witch, the person -who played it still gets to draw 2 cards. Moat can also be -played on your turn as an Action to draw 2 cards. -:::Moneylender -If you do not have a Copper in your hand to trash, -you don't get the +3 Coins to spend in the Buy phase. -:::Remodel -You cannot trash the Remodel as it isn't in your hand -when you resolve it (you can trash a different Remodel -card from your hand). If you do not have a card to -trash, you cannot gain a card from the Remodel. The -gained card goes in your Discard pile. You can only -gain cards from the Supply. The gained card need not -cost exactly 2 Coins more than the trashed card; it can -cost that much or any amount less. You cannot use -coins from Treasures or previous Actions (like the -Market) to increase the cost of the card you gain. You -can trash a card to gain a copy of the same card. -:::Smithy -Draw three cards. -:::Spy -Spy causes all players, including the one who played -it, to reveal the top card of their Deck. Note that you -draw your card for playing Spy before any cards are -revealed. Anyone who does not have any cards left -in their Deck shuffles in order to have something to -reveal. Anyone who still has no cards to reveal -doesn't reveal one. If players care about the order in -which things happen for this, you do yourself first, -then each other player in turn order. Revealed cards -that aren't discarded are returned to the top of their -players' Decks. -:::Thief -A player with just one card left revealed that last card and -then shuffles to get the other card to reveal (without including -the revealed card); a player with no cards left shuffles to get -both of them. A player who still doesn't have two cards to -reveal after shuffling just reveals what he can. Each player -trashes one Treasure card at most, of the attacker's choice -from the two revealed cards, and then you gain any of the -trashed cards that you want. You can only take Treasures -just trashed - not ones trashed on previous turns. You can -take none of them, all of them, or anything in between. Put -the Treasures you decided to gain into your Discard pile. The -ones you choose not to gain stay in the Trash pile. -:::Throne Room -You pick another Action card in your hand, play it, and play it -again. The second use of the Action card doesn't use up any extra -Actions you have. You completely resolve playing the Action the -first time before playing it the second time. If you Throne Room a -Throne Room, you play an Action, doing it twice, and then play -another Action and do it twice; you do not resolve an Action four -times. If you Throne Room a card that gives you +1 Action, such -as Market, you will end up with 2 Actions left afterwards, which is -tricky, because if you'd just played Market twice you'd only have 1 -Action left afterwards. Remember to count the number of Actions -you have remaining out loud to keep from getting confused! You -cannot play any other Actions in between playing the Throne -Roomed Action twice. -:::Village -If you're playing multiple Villages, keep a careful -count of your Actions. Say how many you have left -out loud; this trick works every time. -:::Witch -If there aren't enough Curses left to go around when -you play the Witch, you deal them out in turn order - -starting with the player after you. If you play Witch -with no Curses remaining, you will still draw 2 cards. -A player gaining a Curse puts it face-up into his -Discard pile. -:::Woodcutter -During your Buy phase, you may add 2 Coins to the -total value of the Treasure cards played, and you may -buy an additional card from the Supply. -:::Workshop -The card you gain is put into your Discard pile. It -has to be a card from the Supply. You cannot use -coins from Treasures or previous Actions (like the -Market) to increase the cost of the card you may -gain. [You cannot gain cards with Potion in the cost -with Workshop.] -:::Possession 2/2 --Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player game, then after the Possession turn, that player still gets his normal turn. If he played Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to his left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost. --Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn -you played it. - -:::Curse -Curses are an available pile in the Supply regardless -of what other cards are in the Supply. - -With 2 players, place 10 Curses in the Supply. - -With 3 players, place 20 Curses in the Supply. - -With 4 players, place 30 Curses in the Supply. - -With 5 players, place 40 Curses in the Supply. - -With 6 players, place 50 Curses in the Supply. -::: -Recommended sets of 10 from Seaside: -High Seas: Bazaar, Caravan, Embargo, Explorer, Haven, Island, Lookout, Pirate Ship, Smugglers, Wharf -Buried Treasure: Ambassador, Cutpurse, Fishing Village, Lighthouse, Outpost, Pearl Diver, Tactician, Treasure -Map, Warehouse, Wharf -Shipwrecks: Ghost Ship, Merchant Ship, Native Village, Navigator, Pearl Diver, Salvager, Sea Hag, Smugglers, -Treasury, Warehouse -Reach for Tomorrow: Adventurer, Cellar, Council Room, Cutpurse, Ghost Ship, Lookout, Sea Hag, Spy, Treasure -Map, Village -Repetition: Caravan, Chancellor, Explorer, Festival, Militia, Outpost, Pearl Diver, Pirate Ship, Treasury, Workshop -Give and Take: Ambassador, Fishing Village, Haven, Island, Library, Market, Moneylender, Salvager, Smugglers, -Witch -Recommended sets of 10 from Alchemy: -Forbidden Arts: Apprentice, Familiar, Possession, University, Cellar, Council Room, Gardens, Laboratory, Thief, -and Throne Room -Potion Mixers: Alchemist, Apothecary, Golem, Herbalist, Transmute, Cellar, Chancellor, Festival, Militia, and -Smithy -Chemistry Lesson: Alchemist, Golem, Philosopher's Stone, University, Bureaucrat, Market, Moat, Remodel, Witch, -and Woodcutter -Servants: Golem, Possession, Scrying Pool, Transmute, Vineyard, Conspirator, Great Hall, Minion, Pawn, and -Steward -Secret Research: Familiar, Herbalist, Philosopher's Stone, University, Bridge, Masquerade, Minion, Nobles, Shanty -Town, and Torturer -Pools, Tools, and Fools: Apothecary, Apprentice, Golem, Scrying Pool, Baron, Coppersmith, Ironworks, Nobles, -Trading Post, and Wishing Well -7 Coppers and 3 Estates. -Recommended sets of 10 from Dominion: -First Game: Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, Workshop -Big Money: Adventurer, Bureaucrat, Chancellor, Chapel, Feast, Laboratory, Market, Mine, Moneylender, -Throne Room -Interaction: Bureaucrat, Chancellor, Council Room, Festival, Library, Militia, Moat, Spy, Thief, Village -Size Distortion: Cellar, Chapel, Feast, Gardens, Laboratory, Thief, Village, Witch, Woodcutter, Workshop -Village Square: Bureaucrat, Cellar, Festival, Library, Market, Remodel, Smithy, Throne Room, Village, -Woodcutter -Recommended sets of 10 from Intrigue: -Victory Dance: Bridge, Duke, Great Hall, Harem, Ironworks, Masquerade, Nobles, Pawn, Scout, Upgrade -Secret Schemes: Conspirator, Harem, Ironworks, Pawn, Saboteur, Shanty Town, Steward, Swindler, -Trading Post, Tribute -Best Wishes: Coppersmith, Courtyard, Masquerade, Scout, Shanty Town, Steward, Torturer, Trading Post, -Upgrade, Wishing Well -Deconstruction: Bridge, Mining Village, Remodel, Saboteur, Secret Chamber, Spy, Swindler, Thief, -Throne Room, Torturer -Hand Madness: Bureaucrat, Chancellor, Council Room, Courtyard, Mine, Militia, Minion, Nobles, -Steward, Torturer -Underlings: Baron, Cellar, Festival, Library, Masquerade, Minion, Nobles, Pawn, Steward, Witch -:::Baron -You are never obligated to discard an Estate, even if -you have one in your hand. However, if you do not -discard an Estate, you must gain an Estate (if there -are any left); you cannot choose to just get +1 Buy -from this Card. -:::Bridge -Costs are 1 coin lower for all purposes. For example, if -you played Village, then Bridge, then Workshop, you -could use Workshop to gain a Duchy (because Duchy now -costs 4 Coins due to the Bridge). Then if you played 3 Coins, -you could buy a Silver (for 2 Coins) and an Estate -(for 1 coin). Cards in players' decks are also affected. -The effect is cumulative; if you Throne Room a Bridge, all -cards will cost 2 Coins less this turn. Costs never go below -0 Coins. For this reason, if you play Bridge and then play -Upgrade, you could trash a Copper (which still costs zero, -even though you played Bridge) and gain a Pawn (which -costs 1 after Bridge is played). -:::Conspirator -You evaluate whether or not Conspirator gives you +1 Card and -+1 Action when you play it. Action cards played later in the -turn do not change this evaluation. For the purposes of counting actions, if you -Throne Room an Action, that's one Action of the Throne Room, -one for the selected Action played the first time, and one for the -selected Action played the second time. For example, if you -play Throne Room on Conspirator, the first conspirator will be -your second Action, and won't give you +1 Card or +1 Action, -but the second Conspirator will be your third Action, and you -will get +1 Card and +1 Action for that second Conspirator. -Action - Victory cards are Actions. -:::Coppersmith -This just changes how much money you get when -playing Copper. The effect is cumulative; if you use -Throne Room on Coppersmith, each Copper that you -play that turn will produce 3 coins. -:::Courtyard -You draw cards and add them to your hand before -putting one back. The card you put on top of your -deck can be any card in your new hand and doesn't -have to be one of the 3 you just drew. -:::Duke -This does nothing until the end of the game, at which -time it's worth 1 VP per Duchy you have. This -counts all of your cards - your Discard pile and hand -are part of your Deck at that point. During set-up, -place 12 Dukes in the Supply for a 3- or 4- [or 5- or -6-] player game and 8 in the Supply for a 2-player -game. -:::Great Hall -This is both an Action card and a Victory card. -When you play it, you draw a card and may play -another Action. At the end of the game, it's worth 1 -VP, like an Estate. During set-up, place 12 Great -Halls in the Supply for a 3- or 4- [or 5- or 6-] player -game and 8 in the Supply for a 2-player game. -:::Harem -This is both a Treasure card and a Victory card. You -can play it for 2 coins, just like a Silver card. At the -end of the game, it's worth 2 VP. During set-up, -place 12 Harems in the Supply for a 3- or 4- [or 5- or -6-] player game and 8 in the Supply for a 2-player -game. -:::Ironworks -The card you gain must be from the Supply and is -put into your discard pile. You get a bonus -depending on what type of card you gained. A card -with 2 types gives you both bonuses; if you use -Ironworks to gain a Great Hall, you will then draw a -card (because Great Hall is a Victory card) and may -play another Action (because Great Hall is an Action -card). Costs of cards are affected by Bridge. [You -cannot gain a card with Potion in the cost with -Ironworks.] -:::Masquerade -First you draw 2 cards. Next, each player (all at the -same time) chooses a card from his hand and places it -face down on the table between him and the player to -his left. The player to the left then puts that card into -his hand. Cards are passed simultaneously, so you -may not look at the card you are receiving until you -have chosen a card to pass. Finally, you may trash a -card from your hand. Only the player who played -Masquerade may trash a card. This is not an Attack -and cannot be responded to with Moat or Secret -Chamber. -:::Mining Village -You must decide whether or not to trash Mining -Village or not before moving on to other actions or -other phases. You get a card and +2 Actions, -whether you choose to trash it or not. If you trash it -you also get +2 Coins. If you Throne Room a -Mining Village, you cannot trash Mining Village -twice. You will get +1 Card, +2 Actions, and +2 -Coins the first time you play it and trash it and when -you play it the second time with the Throne Room -you get +1 Card and +2 Actions but cannot trash it -again. -:::Minion -You get +1 Action whichever option you choose. -The options are +2 coins, or everything after that - -discarding, drawing 4 cards, and other players -discarding and drawing. A player who Moats this -neither discards nor draws. Other players are only -affected by this if they have 5 or more cards in hand. -Other players can use Secret Chamber when you play -Minion even if they do not have 5 or more cards in -hand. [You make your choice on how to use Minion -after other players are done revealing Reactions.] -:::Nobles -This is both an Action card and a Victory card. -When you play it, you choose either to draw 3 cards -or to get 2 more Actions to use; you cannot mix and -match. At the end of the game, this is worth 2 VP. -During set-up, place 12 Nobles in the Supply for a 3- -or 4- [or 5- or 6-] player game and 8 in the Supply -for a 2-player game. -:::Pawn -First pick any 2 of the 4 options. You cannot pick the -same option twice. After picking both, do both, in -either order. You may not choose to draw a card, -look at the card drawn, and then make your second -choice. -:::Saboteur -Each other player turns over the top cards of his deck until he -reveals one costing 3 coins or more. If a player needs to shuffle -to continue revealing cards, he does not shuffle in the already -revealed cards. If he goes through all of his cards without -finding a card costing 3 coins or more, he just discards -everything revealed and is done. If he does find a card costing -3 coins or more, he trashes it, and then may choose to gain a -card costing at most 2 coins less than the trashed card. For -example, if he trashed a card costing 5 coins, he may gain a card -costing up to 3 coins. The gained card must be from the Supply -and is put into his discard pile, as are his revealed cards. Costs -of cards are affected by Bridge. -:::Scout -If there are fewer than 4 cards left in your deck, -reveal all the cards in your deck, shuffle your discard -pile (which does not include currently revealed -cards), and then reveal the remainder needed. Action -- Victory cards are Victory cards. Curse cards are -not Victory cards. Take all revealed Victory cards -into your hand; you cannot choose to leave some on -top. You do not have to reveal the order that you put -the cards back in. -:::Secret Chamber -When you play this as an Action on your turn, you first discard any number of cards -from your hand, then get 1 coin per card you discarded. You may choose to discard -zero cards, but then you will get zero additional coins. The other ability does nothing -at that time as it is only used as a Reaction. When someone else plays an Attack -card, you may reveal Secret Chamber from your hand. If you do, first you draw 2 -cards, then you put at 2 cards from your hand on top of your deck (in any order). The -cards you put back do not have to be the ones you drew. You can put Secret -Chamber itself on top of your deck; it's still on your hand when you reveal it. -Revealing Secret Chamber happens prior to resolving what an Attack does to you. -For example, if another player plays Thief, you can reveal Secret Chamber, draw 2 -cards, put 2 back, and then you resolve getting hit by the Thief. You can reveal -Secret Chamber whenever another player plays an Attack card, even if that Attack -would not affect you. Also, you can reveal more than one Reaction card in response -to an Attack. For example, after revealing the Secret Chamber in response to an -Attack and resolving the effect of the Secret Chamber, you can still reveal a Moat to -avoid the Attack completely. -:::Shanty Town -You get 2 more Actions to use no matter what else -happens. Then you must reveal your hand. If you -have no Action cards in hand, you draw 2 cards. If -the first card you draw is an Action card, you still -draw the second card. Action - Victory cards are -Action cards. -:::Steward -If you choose to trash 2 cards and have 2 or more -cards in your hand after playing the Steward, then -you must trash exactly 2 cards. You may choose to -trash 2 cards, even if you only have 1 card left in -your hand after playing the Steward; just trash the -remaining card in your hand. You cannot mix and -match - you either draw 2 cards, get 2 coins, or trash -2 cards. -:::Swindler -A player with no cards left in his Deck shuffles first; a player who -still has no cards does not trash a card or gain a card. If the order -matters (such as when piles are running low), resolve Swindler in -turn order starting with the player to your left. Gained cards go to -discard piles. If a player trashed a 0-cost card such as Copper, you -may choose to give him Curse (if there are any left). You can give -a player another copy of the same card he trashed. The gained cards -have to be ones from the Supply, and you have to pick a card that's -left if you can (you cannot pick an empty pile). If there are no cards -in the Supply with the same cost as a given player's trashed card, no -card is gained by that player. A player who Moats this does not -reveal a card from his deck, and so neither trashes a card nor gains a -card. -:::Torturer -Each other player chooses which option to suffer and then -suffers it. A player can choose to gain a Curse even when -there are no Curses left, in which case he doesn't gain -one; and a player can choose to discard 2 cards even if he -has no cards in hand or one card in hand (if he has one -card, he discards that single card). Gained Curses go to -the players' hands rather than their discard piles. If there -aren't enough Curses left for everybody, deal them around -in turn order starting with the player to your left. When -the order matters (such as with very few Curses left), each -player makes his decision of which fate to suffer in turn -order. -:::Trading Post -If you have 2 or more cards, you must trash exactly 2 -cards and gain a Silver card. The gained Silver card -goes into your hand and can be spent the same turn. -If the Silver pile is empty, you do not gain a Silver -card (but still trash cards if possible). If you only -have one card left in your hand and you play Trading -Post, you trash the one remaining card but you do not -gain a Silver. If you have no cards left when you play -this, nothing happens. -:::Tribute -If the player after you has fewer than 2 cards left in his -deck, he reveals all the cards in his deck, shuffles his -discard pile (which does not include currently revealed -cards), and then reveals the remainder needed. The player -then discards the revealed cards. If the player after you -does not have enough cards to reveal 2, he reveals what he -can. You get bonuses for the types of cards revealed, -counting only the different cards. A card with 2 types -gives you both bonuses. So if the player to your left -reveals Copper and Harem, you get +4 Coins and +2 -cards; if he reveals 2 Silvers, you just get +2 coins. Curse -produces no bonus. -:::Upgrade -Draw a card first. Then, you must trash a card from your hand -and gain a card costing exactly 1 coin more than the trashed -card. The gained card has to be a card in the Supply, and it goes -into your discard pile. If there are no cards available for that -cost, you do not get one (you still trashed a card though). If you -do not have a card in your hand to trash, you neither trash nor -gain a card. Card costs are affected by Bridge. Since Bridge -affects the costs of the card you trash and then card you gain, in -most cases the Bridge will have no net effect. But since cards -cannot go below zero in cost, a Bridge played before an Upgrade -would allow you to trash a Copper and gain an Estate. -:::Ambassador -First you choose and reveal a card from your hand. -You may place up to 2 copies of that card from your -hand back in the Supply. You may choose not to put -any of them back in the Supply. Then the other -players each gain a copy of it from the Supply. If the -pile for the chosen card runs out, some players may -not get one; cards are given out in turn order starting -with the next player. If you have no other cards in -hand when you play this, it does nothing. -:::Bazaar -You draw a card, get 2 more Actions to use, and get 1 -more coin to spend this turn. -:::Caravan -Draw a card at the start of your next turn (not -before); Caravan itself is discarded during the Cleanup -phase of that subsequent turn. -:::Cutpurse -Other players must discard one and only one Copper. -If they do not have a Copper, they must reveal their -hand for all players to see. -:::Embargo -You can pick any pile in the supply. If multiple Embargo -cards are used to put Embargo tokens on the same pile, a -player gains a Curse card for every Embargo token when -they buy a card from that pile. You do not gain a Curse -card if you gain a card from an Embargoed pile without -buying it (for example, if you gain a card with -Smugglers). If you Throne Room an Embargo, you place -two Embargo tokens and they do not have to go on the -same Supply pile. If you run out of Embargo tokens, use -a suitable replacement to mark Embargoed piles. If there -are no Curses left, Embargo tokens do nothing. -:::Explorer -You don't have to reveal a Province if you have one. -If you do reveal one you gain a Gold, otherwise you -gain a Silver. The gained card comes from the supply -and is put into your hard; it can be spent the same -turn. -:::Fishing Village -You get a coin to spend and 2 more Actions to use -this turn. At the start of your next turn you get a coin -and only one more Action. This means you will be -able to play 2 Actions total on your next turn -(counting your normal Action). Leave this in front -of you until the Clean-up phase of your next turn. -:::Ghost Ship -The other players choose which cards they put on -their decks and in what order. This has no effect on -another player who already has only 3 cards in hand. -A player with no cards left in their deck does not -shuffle; the cards put back become the only cards in -their deck. -:::Haven -First draw a card; then choose a card from your hand -and set it aside, face down. Put the set aside card on -the Haven, to remind you what it's for. Other -players don't get to see what you put down. You -have to set aside a card; it's not optional. Haven and -the card stay there until the start of your next turn, at -which point you put the set aside card into your hand. -Haven itself is discarded during the Clean-up phase -of that subsequent turn. -:::Island -When you first take this card, take an Island player mat. Island is -both an Action card and a Victory card. Use 8 Islands in a 2 player -game, 12 Islands in a 3+ player game. -Island and the card set aside with it are set aside face up on the -Island player mat provided. They should not be shuffled back into -your deck when you shuffle your discard pile. They are returned to -your deck at the end of the game in order to calculate total victory -points. Island is worth 2 VP. If you have no other cards in hand -when you play Island, just set Island aside by itself. If you Throne -Room an Island, set aside the Island and a card from your hand, -then set aside another card from your hand. You may look through -the cards on your Island playing mat and other -players may ask to see them as well. -:::Lighthouse -You get an action and a coin this turn, but only a coin -next turn. Attack cards played by other players don't -affect you, even if you want them to. You could -reveal Secret Chamber in order to draw 2 cards and -put 2 cards from your hand back on top of your deck -when an Attack card is played, and you will still not -suffer from the Attack card. You do still gain the -benefits (like +Cards) of Attack cards you play on -your turn. Lighthouse is discarded during the Cleanup -phase of your next turn. -:::Lookout -If you do not have 3 cards to look at from the top of your -deck, look at as many as you can and then shuffle your -discard pile to look at the remaining cards. You should -look at all 3 cards before deciding which to trash, which -card to discard, and which card to put back on top of your -deck. If the 3 cards you look at are the last 3 cards in your -deck, the card you put back on top of your deck will be the -only card left in your deck. If you have less than 3 cards -to look at, even after shuffling, then you must follow the -instructions on the card in order. If you only have one -card to look at, you must trash it. If you have 2 cards to -look at, you must trash one and discard one. -:::Merchant Ship -You get 2 coins to spend this turn, and 2 more on -your next turn. Leave this in front of you until the -Clean-up phase of your next turn. -:::Native Village -When you first gain one of these, take a Native Village player -mat to put cards from this on. When you play Native Village, -either take all of the set aside cards from your Native Village -player mat and put them into your hand, or set aside the top -card of your deck face down (shuffling first if needed) on the -Native Village player mat. You may choose either option -even if you have no cards on your mat or no cards in your -deck. You may look at the cards on your Native Village -player mat at any time. At the end of the game, any cards -still on your mat return to your deck for scoring. Native -Village itself does not get set aside; it goes to your discard -pile during the Clean-up phase. -:::Navigator -You discard all 5 cards or none of them. If you don't -discard them, put them back in any order. If there -aren't 5 cards left in your deck, look at as many as -you can, then shuffle your discard pile (not including -the cards you are currently looking at), and look at -the rest. If there still aren't 5, you just look at -however many are left, and put them back or discard -them. -:::Outpost -The extra turn is completely normal except that your -starting hand for it is only 3 cards. This means that you -only drew 3 cards instead of 5 cards during the Clean-up -phase of the turn when you played Outpost. Leave -Outpost in front of you until the end of the extra turn. If -you play Outpost as well as a "Now and at the start of your -next turn" card, such as Merchant Ship, the turn from -Outpost will be that next turn, so you'll get those coins -then. If you manage to play Outpost twice in one turn, you -will still only get one extra turn. If you play Outpost -during an extra turn, it won't give you another turn. -:::Pearl Diver -Draw a card before you look at the bottom card of -your deck. If placing the card on top of your deck, -be sure not to look at the next card on the bottom of -your deck while moving the card. If you have no -cards left when it's time to look at the bottom, you -shuffle first. -:::Pirate Ship -When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship -to trash treasures, a player with just one card left reveals that last card and then -shuffles to get the other card to reveal (without including the revealed card); a player -with no cards left shuffles to get both of them. A player who still doesn't have two -cards to reveal after shuffling just reveals what he can. Each player trashes one -Treasure card at most, of the attacker's choice from the two revealed cards. As long -as you trashed at least one Treasure card in this way, place a Coin token on your Pirate -Ship player mat. You can't get more than one Coin token each time you play Pirate -Ship, no matter how many treasures it trashes. If you choose not to try to trash -treasures from the other players, the Pirate Ship is worth one coin for each Coin token -on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have -used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card -each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- -Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship -for the coin value. [You make your choice on how to use Pirate Ship after other -players are done revealing Reactions.] -:::Salvager -If you have at least one card in your hand, then you -must trash one. If you don't have a card in hand left -to trash, you get no coins, but still get the +1 Buy. -:::Sea Hag -A player with no cards left in his deck shuffles first in -order to get a card to discard. If he still has no cards, -he doesn't discard one. A player discarding his last -card to this has the gained Curse become the only -card in his deck. If there aren't enough Curses left to -go around, deal them out in turn order, starting with -the player to the left of the player who played Sea -Hag. -:::Smugglers -This looks at the most recent turn of the player to your right, -even if you've taken multiple turns in a row. If that player -gained no cards, or nothing costing 6 or less, then Smugglers -does nothing. If that player gained multiple cards costing 6 or -less, you choose which one to gain a copy of. Gained cards -must come from the supply. They can be any card gained, -whether bought or otherwise gained; you can even gain a card -that the previous player gained with Smugglers. If the previous -player gained a card via Black Market, you will not be able to -gain a copy of it (no copies of it in the supply.) This -is not an Attack; Lighthouse and Moat can't stop it. You -cannot gain cards with Potion in the cost with Smugglers. -:::Tactician -You wait until the start of your next turn to draw the 5 -extra cards; you don't draw them at the end of the turn you -played Tactician. Tactician stays out in front of you until -the Clean-up phase of your next turn. Because you must -discard at least one card in order to gain the bonuses from -tactician, it is not possible to Throne Room a Tactician to -get +10 cards, +2 Buys, and +2 Actions. You will have to -discard all of your cards with the first Tactician and you -will not have cards left in your hand to trigger the card -drawing or the extra Buy or the extra Action when you -play Tactician for the second time. -:::Treasure Map -You can play this without another Treasure Map in your -hand; if you do, you trash this and gain nothing. You -have to actually trash two copies of Treasure Map to gain -the Golds; so for example if you Throne Room a Treasure -Map, with two more Treasure Maps in hand, then the first -time Treasure Map resolves you trash it and another one -and gain 4 Golds, and the second time it resolves you -trash your other Treasure Map but gain nothing (since you -didn't actually trash the played Treasure Map that time). -If there aren't enough Gold cards left, just gain what you -can. The gained Golds go on top of your Deck. If your -deck was empty they become the only cards in it. -:::Treasury -If you buy multiple cards and at least one of them is a -Victory card, then none of your Treasuries can be put on -top of your deck. If you played multiple Treasuries and -did not buy a Victory card this turn, then you can put -any or all of the played Treasuries on top of your deck. -If you forget and discard a Treasury to your discard pile, -then essentially you have chosen not to use the optional -ability. You may not dig through your discard pile to -retrieve it later. Gaining a Victory card without buying -it, such as with Smugglers, does not stop you from -putting Treasury on top of your deck. -:::Warehouse -If you do not have 3 cards to draw in your deck, draw -as many as you can, shuffle your discard pile, and -draw the remaining cards. If you are still not able to -draw 3 cards, draw as many as you can. You will -still need to discard 3 cards if you can, even if you -couldn't draw 3. You may discard any combination -of cards that you just drew with the Warehouse or -cards that were previously in your hand. -:::Wharf -You draw 2 cards and get an extra Buy this turn, and -then draw 2 more cards and get another extra Buy at -the start of your next turn. You don't draw your extra -2 cards for the next turn until that turn actually starts. -Leave this in front of you until the Clean-up phase of -your next turn. -:::Wishing Well -First you draw your card. Then name a card -("Copper," for example - not "Treasure") and reveal -the top card of your deck; if you named the same -card you revealed, put the revealed card in your -hand. If you do not name the right card, you put the -revealed card back on top. -:::Potion -This is a basic Treasure card. It costs 4 Coins and produces Potion. It is -not a Kingdom card. - -After you choose 10 Kingdom cards for the Supply, if any of them have -Potion in the cost, add the Potion pile to the Supply. Also add the -Potion pile if you are using the promotional card Black Market, and the -Black Market deck includes at least one card with Potion in the cost. If -you don't have any cards with Potion in the cost in the Supply or the -Black Market deck, do not use the Potion pile in this game. -When you have a Potion pile, put all 16 Potions in it, no matter how -many players there are. In games using this pile, if the pile becomes -empty, that will count towards the game ending condition. -:::Black Market -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. -:::Envoy -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. -:::Alchemist -When you play this, you draw two cards and may play an -additional Action card this turn. In the Clean-up Phase, -when you discard this, if you have at least one Potion card -in play, you may put Alchemist on top of your deck. This -is optional and happens before drawing your new hand. If -you have no cards in your deck when you do this, -Alchemist becomes the only card in your deck. If you -have multiple Alchemists and a Potion, you can put any or -all of the Alchemists on top of your deck. You don't have -to have used the Potion to buy anything, you only need to -have played it. -:::Apothecary -You draw a card first. Then reveal the top four cards, -put the Coppers and Potions into your hand, and put the -rest back on top of your deck. If there aren't four cards -left in your deck, reveal what you can and shuffle to get -the rest. If there still aren't enough cards, just reveal -what there is. Any cards that are not Copper and are not -Potion go back on top of your deck in an order your -choose. You cannot choose not to take all of the -Coppers and Potions. If after revealing four cards there -are no cards left in your deck, the cards you put back -will become the only cards in your deck. -:::Apprentice -If you do not have any cards left in hand to trash, you -do not draw any cards. If you trash a card costing 0 -coins, such as Curse or Copper, you do not draw any -cards. Otherwise you draw a card per Coin the card -you trashed cost, and another two cards if it had -Potion in its cost. For example, if you trash a Golem, -which costs 4 Coins and 1 Potion, you draw 6 cards. -:::Familiar -If there aren't enough Curses left to go around when -you play Familiar, you deal them out in turn order, -starting with the player to your left. If you play -Familiar with no Curses remaining, you will still get -+1 Card and +1 Action. A player gaining a Curse -puts it face-up into his Discard pile. -:::Golem -Reveal cards from the top of your deck, one at a time, until you -have revealed two Action cards that are not Golem. If you run -out of cards before revealing two non-Golem Actions, shuffle -your discard pile (but not the revealed cards) and continue. If -you run out and have no discard pile left either, you just get the -Actions you found. Discard all of the revealed cards except for -the non-Golem Actions you found. If you did not find any, -you're done. If you found one, play it. If you found two, play -them both, in either order. You cannot choose not to play one -of them. These Action cards are not in your hand and so are -unaffected by things that look for cards in your hand. For -example, if one of them is Throne Room (from Dominion), you -cannot use it on the other one. -:::Herbalist -You get an extra coin to spend this turn, and -may buy an additional card in your Buy phase. When you -discard this from play (usually during Clean-up), you may -choose a Treasure card you have in play, and put that card on -your deck. If you have no cards in your deck, that Treasure will -become the only card in your deck. You choose what order to -discard cards during Clean-up; so, for example, if you have -Herbalist, Potion, and Alchemist in play, you could choose to -discard Alchemist first, putting it on top of your deck, then -discard Herbalist, and put Potion on top of your deck. If you -have multiple Herbalists in play, each one will let you put -another Treasure from play onto your deck. -:::Philosopher's Stone -This is a Treasure card. It is a Kingdom card; it will only be in games where it -is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to -be one of them. It is played during your Buy phase, like other Treasure cards. -When you play it, count the number of cards in your deck and discard pile -combined, divide by 5, and round down. That is how many coins this produces -for you. Once played, the amount of coins you get does not change even if the -number of cards changes later in the turn. The next time you play it, count -again. If you play multiple copies, obviously the number will be the same for -all of them. It does not matter what order your discard pile is in, but the order -your deck is in matters. Do not change that order while counting! You will get -to look through your discard pile as you count it. You only get to count your -deck and discard pile, not your hand or cards in play or set aside cards. You -cannot play more Treasures after buying something in your buy phrase; so for -example you cannot buy a card, then play Philosopher's Stone, then buy another -card. -:::Possession -You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you -making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering -card interactions - the "you" in all cards still refers to the player being Possessed, not the player doing the -Possessing. Possession has several pieces to it: --You can see the Possessed player's cards for the entire turn, which means you will see his next hand during -Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at -cards he has set aside with Native Village (from Seaside). You can count any cards he can count. --Any cards the Possessed player would have gained in any way, you gain instead; this includes cards -bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if -they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards -he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship). -[Continued on blank tab] -:::Scrying Pool -First you reveal the top card of each player's deck, and either have them -discard it or have them put it back. After you finish making those -decisions, reveal cards from the top -of your deck until you reveal a card that isn't an Action card. If you run -out of cards without revealing an Action card, shuffle your discard pile and -keep going. If you have no discard pile left either, stop there. Put all of the -revealed Action cards into your hand, plus that first non-Action you -revealed. If the very first card you revealed was not an Action, that card -goes into your hand. Cards with multiple types, one of which is Action, are -Actions. The only cards that go into your hand are the ones revealed as -part of the revealing cards until finding a non-Action; you do not get -discarded cards from the first part of what Scrying Pool did, or cards from -other players' decks. -:::Transmute -If you have no cards left in hand to trash, you do not -get anything. If you trash a Curse to this, you do not -get anything - Curse is not an Action card or Victory -card or Treasure card. If you trash a card with more -than one type, you get each applicable thing. For -example, if you trash an Action-Victory card (such as -Nobles, from Intrigue), you gain both a Duchy and a -Gold. Gained cards come from the Supply and go to -your discard pile. If there are no appropriate cards -left to gain, you don't gain those cards. -:::University -Gaining an Action card is optional. If you choose to -gain one, it comes from the Supply, must cost no -more than 5 coins, and goes to your discard pile. -Cards with multiple types, one of which is Action, -are Actions and can be gained this way. Cards with -Potion in their cost can't be gained by this. -:::Vineyard -This Kingdom card is a Victory card, not an Action -card. It does nothing until the end of the game, when -it is worth 1 victory point per 3 Action cards in your -Deck (counting all of your cards - your Discard pile -and hand are part of your Deck at that point). Round -down; if you have 11 Action cards, Vineyard is worth -3 victory points. During set-up, put all 12 Vineyards -in the Supply for a game with 3 or more players, but -only 8 in the Supply for a 2-player game. Cards with -multiple types, one of which is Action, are Actions -and so are counted by Vineyard. -:::Bank -This is a Treasure worth a variable amount. When -you play Bank, it is worth 1 coin per Treasure you -have in play, counting itself. Remember, you choose -what order to play Treasure cards. If you play Bank -with no other Treasures in play, it is worth 1 coin. If -you play two copies of Bank in a row, the one you -play second will be worth 1 coin more than the first -one. Bank produces money right when you play it; -things that happen later in the turn will not change -how much money you got from it. -:::Bishop -[When a player takes VP tokens, he takes a player mat to put them on. VP -tokens are not private and anyone can count them. VP tokens come in 1 VP and -5 VP denominations and players can make change as needed. Tokens are -unlimited and if they run out, use something else to track any further tokens. At -the end of the game, players add the total value of their VP tokens to their score.] -Trashing a card is optional for the other players but mandatory for you. -You trash a card, then each other player may trash a card, in turn order. Only the -player who played Bishop can get VP tokens from it. Potion in costs is -ignored, for example if you trash Golem (from Alchemy) which costs 4 -coins 1 potion, you get 3 VP tokens total (counting the 1 VP you always -get from Bishop). If you have no cards left in your hand to trash, you -still get the 1 coin and 1 VP token. -:::City -You draw a card and can play two more Actions no matter -what. If there is just one empty pile in the Supply, you -also draw another card. If there are two or more empty -piles, you both draw another card, and get 1 coin to spend -and an extra Buy to use in the Buy phase. There are no -further bonuses if three or more piles are empty. This -only checks how many piles are empty when you play it; -if piles become empty later in the turn, you do not go back -and get the bonuses. If a pile stops being empty due to -cards being returned to it, such as with the Seaside card -Ambassador, Cities played after that will not count that -pile as empty. An empty trash pile does not count for this. -:::Contraband -This is a Treasure worth 3 coins, like Gold. When you play it, you -get +1 Buy, the player to your left names a card, and you cannot -buy the named card this turn. This does not stop you from gaining -the card in ways other than buying it (such as via Hoard). He does -not have to name a card in the Supply. If you play multiple -Contrabands in one turn, the player to your left names a card each -time; if he names different cards, you cannot buy any of the named -cards this turn. You can play Treasures in any order, and you -resolve this ability right when you play it, before playing any -further Treasure cards. Note that once you buy a card in the Buy -phase, you cannot play more Treasures. The number of cards left in -a player's hand is public information; you can ask whenever you -want to know it (for example, when that player plays Contraband). -:::Counting House -This card lets you look through your discard pile, -something you normally are not allowed to do. You -only get to look through your discard pile when you -play this. You do not have to show the other players -your entire discard pile, just the Coppers you take -out. After you take out the Coppers, you can leave -the cards in your discard pile in any order. -:::Expand -This is not in your hand after you play it, so you -cannot trash it as the card trashed. The card you gain -can cost up to 3 coins more than the trashed card, but -it can also cost any smaller amount, even less than the -cost of the trashed card. You can trash a card and -gain a copy of the same card. If you have no card in -hand to trash, you do not gain a card. The card you -gain comes from the Supply and is put into your -discard pile. -:::Forge -"Any number" includes zero. If you trash no cards, -you have to gain a card costing 0 coins if you can. -This is different from how cards like Expand work if -you do not trash anything, because Forge looks at the -total, not at any one card's cost. If there is no card at -the required cost, you do not gain a card. The card -you gain comes from the Supply and is put into your -discard pile. Potion symbols (on cards from -Alchemy) are not added, and the card you gain -cannot have a potion symbol in its cost. -:::Goons -[When a player takes VP tokens, he takes a player mat to put them on. VP -tokens are not private and anyone can count them. VP tokens come in 1 VP and -5 VP denominations and players can make change as needed. Tokens are -unlimited and if they run out, use something else to track any further tokens. At -the end of the game, players add the total value of their VP tokens to their score.] -You get 1 VP token for each card you buy, but do not get a -VP token for gaining a card some other way. Multiple -copies of Goons are cumulative; if you have two Goons in -play and buy a Silver, you get 2 VP tokens. However if -you King's Court a Goons, despite having played the card -3 times, there is still only one copy of it in play, so buying -Silver would only get you 1 VP token. -:::Grand Market -You do not have to play all of the Treasures in your hand -in your Buy phase. Coppers in your hand do not stop you -from buying Grand Market - only Coppers in play do. -Coppers that were in play earlier in the turn but are not -anymore also don't stop you; if you have 11 Coppers in -play and 2 Buys, you could buy a Mint, trash all of your -played Treasures, and then buy a Grand Market. You can -gain Grand Market other ways - for example with Expand -- whether or not you have Coppers in play. Treasures -other than Copper do not prevent you from buying Grand -Market, even if they are worth 1 coin (such as Loan). -:::Hoard -This is a Treasure worth 2 coins, like Silver. When you buy a -Victory card with this in play, you gain a Gold card from the -Supply, putting it into your discard pile. If there are no Golds -left, you do not get one. If you have multiple Hoards in play, -you will gain multiple Golds from buying a single one. So -for example if you had two Hoards in play and no other -money, with +1 Buy, you could buy two Estates and gain -four Golds. Victory cards include cards that are other types -as well, such as Nobles and Harem in Intrigue. You gain a -Gold even if you use Watchtower to immediately trash the -Victory card you gained. Victory cards gained other than by -buying them do not get you Gold. -:::King's Court -This is similar to Throne Room (from Dominion), but plays the Action -three times rather than twice. You pick another Action card in your -hand, play it, play it again, and play it a third time. This does not use -up any extra Actions you were allowed to play due to cards like -Worker's Village - King's Court itself uses up one Action and that is -it. You cannot play any other cards in between resolving the King's -Court-ed Action card multiple times, unless that Action card -specifically tells you to (such as King's Court itself does). If you -King's Court a King's Court, you will play three different Actions after -that, playing each one of them three times - you do not play one -Action nine times. If you King's Court a card that gives you +1 -Action, such as Grand Market, you will end up with 3 Actions left -afterwards. -:::Loan -This is a Treasure worth 1 coin, like Copper. When you -play it, you reveal cards from the top of your deck until -revealing a Treasure card, and then you decide whether -to trash that card or discard it. Then you discard all of -the other revealed cards. If you run out of cards before -revealing a Treasure, shuffle your discard pile (but not -the revealed cards) to get more; if you still do not find a -Treasure, just discard all of the revealed cards. -Remember that you can play Treasures in any order in -the Buy phase and can choose not to play some of your -Treasures if you want. -:::Mint -When you buy this, you trash all of your Treasure cards in play. You do -not trash Treasure cards in your hand or elsewhere; just the ones in play, if -any. If you buy multiple cards in a turn, trash your Treasures right when -you buy Mint; you still have any leftover coins they produced for spending -on something else. Remember you do not have to play all of the Treasures -from your hand each turn (just all the ones you want producing money for -you). You do not get additional chances to play Treasure cards between -buys in the Buy phase; first you play Treasures, then you buy cards. When -you play Mint, you reveal a Treasure card from your hand and gain a copy -of it from the Supply. The gained card goes into your discard pile. The -revealed card stays in your hand. The Treasure card can also have other -types, like Harem (from Intrigue). If you buy a Mint and use Watchtower -to put it on top of your deck or trash it, you still trash all of your Treasures -from play. However, if you buy a Mint with Royal Seal in play, the Royal -Seal will be gone before you can use it to put Mint on your deck. -:::Monument -[When a player takes VP tokens, he takes a player -mat to put them on. VP tokens are not private and -anyone can count them. VP tokens come in 1 VP and -5 VP denominations and players can make change as -needed. Tokens are unlimited and if they run out, use -something else to track any further tokens. At the end -of the game, players add the total value of their VP -tokens to their score.] -:::Mountebank -This hits the other players in turn order when that matters (such -as when the Curse or Copper pile is low). Each of the other -players in turn chooses whether or not to discard a Curse card -from his hand, and if he does not, gains a Curse and a Copper -from the Supply, putting them into his discard pile. If either the -Curse or Copper pile is empty, he still gains the other one. If -both are empty, he does not gain either, but can still discard -Curse if he wants to. A player using Moat (from Dominion) on -this may not discard a Curse, and doesn't gain a Curse or -Copper - you cannot Moat just part of the attack. A player -using Watchtower on this can use it just to trash the Curse, just -to trash the Copper, or to trash both. -:::Peddler -Most of the time, this costs 8 coins. During Buy -phases, this costs 2 coins less per Action card you -have in play. This cost applies to all Peddler cards, -including ones in hands and decks. It never costs less -than 0 coins. If you play King's Court on Worker's -Village, for example, that is just two Action cards -you have in play, even though you played the -Worker's Village three times. Buying cards using the -promotional card Black Market is something that -does not happen during a Buy phase, so Peddler still -costs 8 coins then. -:::Quarry -This is a Treasure worth 1 coin, like Copper. While it is -in play, Action cards cost 2 coins less, to a minimum of 0 -coins. It is cumulative; if you play two Quarries during -your Buy phase, then King's Court will only cost 3 coins, -rather than the usual 7 coins. It affects the costs of cards -that are Actions plus another type, such as Nobles (an -Action - Victory card in Intrigue). It is also cumulative -with other effects that modify costs; if you play Worker's -Village in your Action phase, then two Quarries in your -Buy phase, Peddler will cost 2 coins. It affects the costs -of cards everywhere, such as cards in players' hands. -:::Rabble -The other players shuffle if necessary to get 3 cards -to reveal, and just reveal what they can if they still -have fewer than 3 cards. They discard revealed -Treasures and Actions and put the rest back on top in -whatever order they want. Cards with more than one -type match all of their types; for example if a player -reveals Nobles from Intrigue, it is an Action - -Victory card, which means it is an Action, so he -discards it. -:::Royal Seal -This is a Treasure worth 2 coins, like Silver. 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. If you use this ability and there are no -cards left in your deck, you do not shuffle; the card you -gained becomes the only card in your deck. Royal Seal -applies to all cards you gain while it is in play, whether -bought or gained other ways. If you play the Alchemy -card Possession, and during the extra turn you have the -possessed played play Royal Seal, he cannot put the -card on his deck - he is not gaining the card, you are. -:::Talisman -This is a Treasure worth 1 coin, like Copper. Each time you buy a non-Victory -card costing 4 coins or less with this in play, you gain another copy of the bought -card. If there are no copies left, you do not gain one. The gained card comes -from the Supply and goes into your discard pile. If you have multiple -Talismans, you gain an additional copy for each one; if you buy multiple cards -for 4 coins or less, Talisman applies to each one. For example if you have two -Talismans, four Coppers, and two Buys, you could Buy Silver and Trade Route, -gaining two more Silvers and two more Trade Routes. Talisman only affects -buying cards; it does not work on cards gained other ways, such as with Expand. -A card if a Victory card if Victory is any of its types; for example Great Hall -from Intrigue is an Action - Victory card, so it is a Victory card. Talisman only -cares about the cost of the card when you buy it, not its normal cost; so for -example it can get you a Peddler if you have played two Actions this turn, thus -lowering Peddler's cost to 4 coins, or can get you a Grand Market if you played -Quarry. [You may not choose to not gain the additional card from Talisman; -you must gain an additional one for each Talisman in play if possible.] -:::Trade Route -You get an additional Buy to use in your Buy phase. You get +1 coin per token on -the Trade Route mat. Then you trash a card from your hand. If you have no cards -left in hand, you do not trash one. The amount you get from Trade Route is the same -as +1 coin per Victory card pile that a card has been gained from this game. If -Victory cards have been gained from outside the Supply piles, for example using the -promotional card Black Market, then this does not count those. Put a coin token on -each Victory card pile at the start of the game. When a card is gained from a Victory -card pile, move its token onto the Trade Route mat. So for example if this game -includes the Intrigue card Harem, and so far Harem and Duchy have been bought, but -no one has bought (or otherwise gained) Estate or Province or Colony, then Trade -Route makes 2 coins. It does not matter who gained the cards or how they gained -them. You do not get any extra money if a pile has had multiple cards gained from it -or is empty; all that matters is if at least one card has been gained from it. It does not -matter if cards have been returned to a pile, such as with Ambassador from Seaside; -Trade Route only cares if a card was ever gained from the pile this game. If you are -using Black Market and Trade Route is in the Black Market deck, put tokens on -Victory card piles at the start of the game. -:::Vault -"Any number" includes zero. You draw cards first; -you can discard the cards you just drew. Each other -player chooses whether or not to discard 2 cards, then -discards 2 cards if he chose to, then draws a card if he -did discard 2 cards. If one of the other players has -just one card, he can choose to discard it, but will not -draw a card. Another player who discards but then -has no cards left to draw shuffles in the discards -before drawing. -:::Venture -This is a Treasure card worth 1 coin, like Copper. When you -play it, you reveal cards from your deck until revealing a -Treasure card. If you run out of cards before revealing a -Treasure, shuffle your discard pile (but not the revealed -cards) to get more; if you still do not find a Treasure, just -discard all of the revealed cards. If you do find a Treasure, -discard the other cards and play the Treasure. If that -Treasure does something when played, do that something. -For example if Venture finds you another Venture, you -reveal cards again. Remember that you choose what order to -play Treasure cards; for example if you have both Venture -and Loan in hand, you can play either one first. -:::Watchtower -When you play this, you draw cards one at a time until you have 6 cards in hand. If you -have 6 or more cards in hand already, you do not draw any cards. When you gain a card, -even on someone else's turn, you may reveal Watchtower from your hand, to either trash the -gained card or put it on top of your deck. You may reveal Watchtower each time you gain a -card; for example if another player plays Mountebank, you may use Watchtower to trash -both the Curse and Copper, or to trash the Curse and put the Copper on top of your deck, or -just to trash the Curse, and so on. You still did gain whatever card you gained; you just -immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile -will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower -on your own turn as well, for example when buying a card, or gaining a card via something -like Expand. If you use Watchtower to put a card on your deck but have no cards left in -your deck, you do not shuffle; the gained card becomes the only card in your deck. -Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on -multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are -gained during a Possession turn (from Alchemy), the player who played Possession is the -one who can use Watchtower, not the player who is being possessed. If a gained card is -going somewhere other than to your discard pile, such as a card gained with Mine (from -Dominion), you can still use Watchtower to trash it or put it on your deck. -:::Worker's Village -You draw a card, can play two more Actions this -turn, and can buy one more card in your Buy phase -this turn. -::: -Recommended sets of 10 from Prosperity: -Beginners: Bank, Counting House, Expand, Goons, Monument, Rabble, Royal Seal, -Venture, Watchtower, Worker's Village -Friendly Interactive: Bishop, City, Contraband, Forge, Hoard, Peddler, Royal Seal, Trade -Route, Vault, Worker's Village -Big Actions: City, Expand, Grand Market, King's Court, Loan, Mint, Quarry, Rabble, -Talisman, Vault -Biggest Money: Bank, Grand Market, Mint, Royal Seal, Venture, Adventurer, Laboratory, -Mine, Moneylender, Spy -The King's Army: Expand, Goons, King's Court, Rabble, Vault, Bureaucrat, Council -Room, Moat, Spy, Village -The Good Life: Contraband, Counting House, Hoard, Monument, Mountebank, Bureaucrat, -Cellar, Chancellor, Gardens, Village -Paths to Victory: Bishop, Counting House, Goons, Monument, Peddler, Baron, Harem, -Pawn, Shanty Town, Upgrade -All Along the Watchtower: Hoard, Talisman, Trade Route, Vault, Watchtower, Bridge, -Great Hall, Mining Village, Pawn, Torturer -Lucky Seven: Bank, Expand, Forge, King's Court, Vault, Bridge, Coppersmith, Swindler, -Tribute, Wishing Well -:::Platinum -This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 -coins. - -If only Kingdom cards from Prosperity are being used this game, then the Platinum -and Colony piles are added to the Basic cards in the Supply for the game. If a mix of -Kingdom cards from Prosperity and other sets are being used, then the inclusion of -Platinum and Colony in the Supply should be determined randomly, based on the -proportion of Prosperity and non-Prosperity cards in use. For example, choose a -random Kingdom card being used - such as the first card dealt out from the -Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random -after all 10 have been selected] - and if it is from Prosperity, add Platinum and -Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are -included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, -Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player -game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum -regardless of the number of players. Platinum and Colony are meant to be used -together and both or neither should be used, not one or the other.] -:::Colony -This is not a Kingdom card. You do not use it every game. It is a Victory card worth -10 VP. - -If only Kingdom cards from Prosperity are being used this game, then the Platinum -and Colony piles are added to the Basic cards in the Supply for the game. If a mix of -Kingdom cards from Prosperity and other sets are being used, then the inclusion of -Platinum and Colony in the Supply should be determined randomly, based on the -proportion of Prosperity and non-Prosperity cards in use. For example, choose a -random Kingdom card being used - such as the first card dealt out from the -Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random -after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony -to the Supply. Platinum and Colony are not Kingdom cards; when those are included, -there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, -Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or -12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the -number of players. Platinum and Colony are meant to be used together and both or -neither should be used, not one or the other.] -:::Stash -Stash is a Treasure that produces 2 coins when played, -like Silver. Whenever you shuffle your deck, you can -choose where in your deck each copy of Stash that you -have goes. You can't look at the fronts of the other cards -in your deck to see where to put it; Stash itself has a -different card back, so that's how you'll know where it is. -If you have multiple copies of Stash, you can clump them -together or spread them out or whatever you want. Since -Stash has a different card back, you will also know if it's -in a player's hand, or set aside for someone's Haven (from -Seaside), and so on. - -:::Bag of Gold -The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules. - -:::Diadem -This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules. - - -:::Fairgrounds -At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players. - -:::Prizes -Prizes are never in the supply. They can only be obtained via Tournament. When Tournament is one of the Kingdom cards, set out the pile of five Prizes at the start of the game. - -:::Farming Village -Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard -all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type. - -:::Followers -Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules. - -:::Fortune Teller -Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find -one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type. - -:::Hamlet -First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for -it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys. - -:::Harvest -Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed -Copper, Silver, Copper, Estate, that would be +3 coins . - -:::Horn of Plenty -This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one). - -:::Horse Traders -When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards. - -:::Hunting Party -First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck. - -:::Jester -Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card. - -:::Menagerie -If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards. - -:::Princess -This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules. - -:::Remake -Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing. - -:::Tournament -First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. - -:::Trusty Steed -First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both -gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules. - -:::Young Witch -This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. -When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse. - -:::Walled Village -When you play this, you draw a card and can play two more Actions this -turn. At the start of your Clean-up phase, before discarding anything and -before drawing for next turn, if you have a Walled Village in play and no -more than two Action cards in play (counting the Walled Village), you may -put the Walled Village on top of your deck. If the only cards you have in -play are two Walled Villages, you may put either or both of them on top of -your deck. Walled Village has to be in play to be put on top of your deck. -Walled Village only checks how many Action cards are in play when its -ability resolves; Action cards you played earlier this turn but which are no -longer in play (such as Feast from Dominion) are not counted, while Action -cards still in play from previous turns (duration cards from Dominion: -Seaside) are counted, as are Action cards that are in play now but may -leave play after resolving Walled Village (such as Treasury from -Dominion: Seaside). -:::Governor -You always get +1 Action. Then you either -1) draw three cards and each other player draws a card; -2) gain a Gold and each other player gains a Silver; -3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. - -Go in turn order, starting with yourself; this may matter if piles are low. -The gained cards come from the Supply and are put into discard piles; -if there are none left, those cards are not gained. -For example if you choose the second option and -there is only one Silver in the Supply, the player to your -left gets it and no-one else gets one. -For the third option, you only gain a card if you trashed a card, -and only if there is a card available in the Supply with the exact cost required. -If you do trash a card, you must gain a card if you can. -You cannot trash a Governor you played to itself, as it is -no longer in your hand when you play it (though you can trash -another copy of Governor from your hand). -:::Crossroads -First reveal your hand, and draw a card for each -Victory card you revealed, if any. The revealed cards all stay in -your hand. Cards with two types, one of which is Victory, are -Victory cards. Then, if this is the first time you played a -Crossroads this turn, you get +3 Actions. Subsequent Crossroads -this turn will give you cards but not Actions. Using a card that -lets you play a card several times (like Throne Room from -Dominion) on Crossroads, you will play Crossroads multiple -times, getting +3 Actions the first time but not the others. - -:::Duchess -When you play this, you get +2 coins, and each player, -including you, looks at the top card of his own deck and either -discards it or puts it back on top, his choice. Any player with no -cards in his deck shuffles his discard pile first; any player who -still has no cards to look at does not look at one. When a player -gains a Duchy in a game with Duchess in the Supply, that player -may also gain a Duchess from the Supply. This works whether -the player gained a Duchy due to buying one, or gained a Duchy -some other way. Duchess does not interact in any special way -with the promotional card Black Market. - -:::Fool's Gold -This is both a Treasure and a Reaction. It can be -played in your Buy phase like other Treasures. When you play it, -it is worth 1 coin if this is the first time you played a Fool's Gold -this turn, and otherwise it is worth 4 coins. So if your lay three -Fool's Golds in the same turn, the first is worth 1 coin, the second is -worth 4 coins, and the third is worth 4 coins. Fool's Gold is also a -Reaction. When another player gains a Province, you may trash -Fool's Gold from your hand; if you do, you gain a Gold from the -Supply, putting it on top of your deck rather than into your -discard pile. If there are no cards in your deck, the Gold becomes the -only card in your deck. If there are no Gold cards left in the -Supply, you do not gain one, but can still trash Fool's Gold. This -Reaction is only usable when another player gains a Province, not -you. It is usable whether a Province was gained due to being -bought, or gained some other way. - -:::Develop -First trash a card from your hand, if you have any cards -in hand. Develop itself is no longer in your hand and so cannot -trash itself (though it can trash other copies of Develop). If you -trashed a card, gain two cards, one costing exactly 1 coin more than -the trashed card, and one costing exactly 1 coin less than the trashed -card. The gained cards come from the Supply; gain them in -either order. If there is no card in the Supply at one of the costs, -you still gain the other card if you can. Put the gained cards on -top of your deck rather than into your discard pile. If you trash a -Copper with Develop, which costs 0 coins, you will try and fail to -gain a card costing -1 coins (and also try to gain a card costing 1 coin). - -:::Oasis -You draw before discarding. You can discard the card you -drew. If you are unable to draw a card (due to having no cards in -your deck, and none in your discard pile to shuffle), you still -discard a card if able. - -:::Oracle -First, each player including you, reveals the top two -cards of his deck, and either discards both of them or puts both -of them back on top, your choice. A player putting the cards -back puts them back in an order he chooses, and without -needing to reveal that order. Then, you draw two cards. So if you -put back the cards you revealed, you will draw them. - -:::Scheme -When you play this, you draw a card, get +1 Action, and -set up an effect to happen later in the turn, at the start of Clean- -up. At that time, you may optionally choose an Action card you -have in play. If you discard that Action card from play this turn, -as you normally do, you will put it on top of your deck. This -happens before you draw cards for next turn. The Action card -you choose can be Scheme itself, or any other Action card you -have in play, which might have been played before or after you -played Scheme. If the Action card is not discarded during Clean- -up, for example due to being a Duration card from Dominion: -Seaside that was played this turn, then it does not get put on top -of your deck. - -:::Tunnel -This is both a Victory card and a Reaction. At the end of -the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability -functions when you discard it. You cannot simply choose to -discard it; something has to let you or make you discard it. This -ability functions whether you discard Tunnel on your own turn -(such as due to Oasis) or on someone else's (such as due to -Margrave). It functions if Tunnel is discarded from your hand -(such as due to Oasis) or from your deck, or when set aside -(such as due to Cartographer). If Tunnel would normally not -necessarily be revealed (such as when discarding multiple cards -to Cartographer), you have to reveal it to get the Gold. Revealing -it is optional, even if Tunnel was already revealed for some other -reason; you are not forced to gain a Gold. This ability does not -function if cards are put into your discard pile without being -discarded, such as when you buy a card, when you gain a card -directly (such as with Border Village), when your deck is put into -your discard pile, such as with Chancellor from Dominion, or -with Possession from Dominion: Alchemy, when trashed cards -are returned to you at end of turn. It also does not function -during Clean-up, when you normally discard all of your played -and unplayed cards. The key thing to look for is a card actually -telling you to "discard" cards. The Gold you gain comes from the -Supply and is put into your discard pile; if there is no Gold left -in the Supply, you do not gain one. - -:::Jack of all Trades -This card does four separate things, in the -order listed; you do all of them (the last one is optional). First, -gain a Silver from the Supply, putting it into your discard pile. If -there are no Silvers left in the Supply, you do not gain one. -Second, look at the top card of your deck, and either discard it -or put it back on top. If there are no cards left in your deck, -shuffle your discard pile to get a card to look at (this will shuffle -in the Silver you just gained). If there are still no cards, you do -not look at one. Third, draw cards until you have at least five -cards in hand. If you already have five or more cards in hand, -you do not draw any cards. If there are not enough cards left to -draw between your deck and discard pile, just draw what you -can. Fourth, you may trash a card from your hand that is not a -Treasure card. Cards with two types, one of which is Treasure, are -Treasures. - -:::Noble Brigand -When you play this, you get +1 coin. When you play -this and also when you buy it, each other player reveals the top -two cards of his deck, trashes a Silver or Gold he revealed that -you choose, and discards the rest. Each of these players that did -not reveal a Treasure at all gains a Copper from the Supply, -putting it into his discard pile. Finally, you gain all of the Silvers -and Golds trashed this way. This cannot trash any Treasures -except Silver or Gold. Gaining a Noble Brigand without buying it -does not cause this ability to happen. Noble Brigand is an Attack -card, and when you play it, players can use cards like Moat from -Dominion or Secret Chamber from Intrigue in response. -However, buying a Noble Brigand is not "playing an Attack card," -and so cads like Moat cannot respond to that. - -:::Nomad Camp -When you gain this card, it goes on top of your -deck rather than into your discard pile. This is true whether you -gained it due to buying it or gained it some other way. If there -were no cards in your deck, it becomes the only card in your -deck. - -:::Silk Road -This is a Victory card, not an Action card. It does -nothing until the end of the game, when it is worth 1 victory point for -every four Victory cards in your Deck (counting all of your cards -- your Discard pile and hand are part of your Deck at that -point). Silk Roads count themselves. Round down; if you have 11 -Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12 -Silk Roads in the Supply for a game with 3 or more players, but -only 8 in the Supply for a 2-player game. Cards with multiple -types, one of which is Victory, are Victory cards and so are -counted by Silk Road. - -:::Spice Merchant -You may trash a Treasure card from your hand. -This is optional. If you did trash a Treasure card, you choose -either to get +2 Cards and +1 Action, or +2 coins and +1 Buy. - -:::Trader -When you play this, trash a card from your hand, and if -you did, gain a number of Silvers equal to the cost of that card -in coins. The Silvers come from the Supply and are put into your -discard pile. If there are not enough Silvers left, just gain all of -the Silvers that you can. You only gain Silvers if you trashed a -card. If you trash a card costing 0 coins, such as Copper, you will gain -zero Silvers. You can trash Silver if you want; you will gain three -Silvers for it normally. If costs are different, such as due to -playing Highway, then Trader will give you a different number of -Silvers, based on the current costs. For example ifyou play -Highway and then Trader, trashing an Estate you will only gain -one Silver. If you trash a card with Potion in its cost from -Dominion: Alchemy, you do not get anything for the Potion, just -for the coins that the card cost. -Trader is also a Reaction. When you gain a card, whether due to -buying it or due to gaining it some other way, you may reveal -Trader from your hand to instead gain a Silver from the Supply. -If you do this, you gain a Silver, not the card you would have -gained; if something would have happened due to gaining the -other card, it does not happen, because you did not gain it. For -example if you buy Ill-Gotten Gains but use Trader to gain Silver -instead, no-one will gain a Curse. However if something happens -when you buy a card, that will still happen if you replace gaining -the card with gaining Silver. For example you can buy Farmland, -trash a card from your hand and gain one costing 2 more, then -use Trader to gain Silver rather than Farmland. If the card you -were going to gain was not going to your discard pile, the Silver -still goes to your discard pile; if the card you were going to gain -did not come from the Supply, the Silver still comes from the -Supply. If there are no Silvers left in the Supply, you can still -reveal Trader when you gain a card; you gain nothing instead of -the card you would have gained. - -:::Cache -This is a treasure worth 3 coins, like Gold. When you gain it, -you also gain two Coppers from the Supply. if there are not two -Coppers left, just gain as many as you can. You only gain -Coppers when you gain Cache, not when you play it. You gain -Coppers whether you gained Cache due to buying it, or gained it -some other way. - -:::Cartographer -You draw a card first, then look at the top 4 cards -of your deck. If there are fewer than 4 cards left in your deck, -look at the remaining cards, and shuffle your discard pile (which -does not include those cards) to get the remainder needed to -look at. If there are still not enough cards, just look at as many as -you can. Discard any number of the cards you looked at - none, -all four, or something in-between - and put the rest back on top -of your deck in any order. if there were no cards left in your -deck, these become the only cards in your deck. You do not -reveal the cards you put back. - -:::Embassy -When you play this, you draw five cards, then discard -three cards. The cards you discard can be ones that were in your -hand and/or ones you just drew. You discard three cards if able, -even if you were unable to draw the full five cards (due to not -having enough cards in your deck and discard pile). If you do -not have three cards to discard, you discard as many as you can. -When you gain this, each other player gains a Silver. Players only -gain Silvers when you gain this, not when you play this. They -gain Silvers whether you gained Embassy due to buying it, or -gained it some other way. Gaining Silvers is not optional for -them. The Silvers come from the Supply. If there are not enough -Silvers left to go around, deal them out in turn order, starting -with the player to the left of the player who gained Embassy. - -:::Haggler -When you play this, you get +2 coins. While this is in play, -whenever you buy a card, you gain a cheaper card that is not a -Victory card. For example, you could buy a Province, and gain a -Gold via Haggler. Gaining a card is not optional. The gained card -comes from the Supply and is put into your discard pile. Haggler -only gives you an extra card when you buy a card, not when you -gain a card some other way (such as with Haggler itself). If there -is no cheaper card available in the Supply (e.g., if you buy a -Copper), you do not gain a card. Using a card that lets you play a -card several times (like Throne Room from Dominion) on -Haggler does not gain you two or more cards per card bought, as -there is still only one copy of Haggler in play. The bonus is -cumulative if you have three Hagglers in play, you will gain three -more cards for each card you buy. Cards with two types, one of -which is Victory, are Victory cards and so cannot be gained with -Haggler. - -:::Highway -This makes all cards cheaper (to a minimum of 0 coins) as -long as it is in play. When it leaves play, it stops making cards -cheaper This applies to cards everywhere - cards in the Supply, -cards in hand, cards in Decks. For example if you played -Highway, then Develop, trashing a Copper, you could gain an -Estate, as Estate would cost 4 coins while Copper would still cost 0 coins. -Using a card that lets you play a card several times (like Throne -Room from Dominion) on Highway will not make cards cost -less, as there is still only one copy of Highway in play. The bonus -is cumulative; if you have three Highways in play, all cards cost -1 coins less (to a minimum of 0 coins). - -:::Ill-Gotten Gains -This is a Treasure worth 2 coins like Copper. When -you play it, you may gain a Copper. The gained Copper comes -from the Supply and is put into your hand; you can immediately -play it. If there is no Copper left in the Supply, you do not gain -one. When you gain Ill-Gotten Gains, each other player gains a -Curse. This happens whether you gain Ill-Gotten Gains due to -buying it, or you gain it some other way. The Curses come from -the Supply and go into discard piles. If there are not enough -Curses left to go around, deal them out in turn order, starting -with the player to the left of the player who gained Ill-Gotten -Gains. III-Gotten Gains is not an Attack, and gaining it is not -playing an Attack; cards like Moat from Dominion do not work -against it. - -:::Inn -When you play this, you draw 2 cards, get +2 Actions, then -discard 2 cards. The cards you discard can be ones that were in -your hand and/or ones you just drew. You discard cards if able, -even if you were unable to draw 2 cards. When you gain this, -you look through your discard pile (something normally not -allowed) and shuffle any number of Action cards from it into -your deck (leaving the rest of your discard pile in your discard -pile). You do not have to shuffle any Action cards into your deck. -You can shuffle the Inn you just gained into your deck; it is an -Action card in your discard pile. Cards with two types, one of -which is Action, are Action cards. You must reveal the Action -cards that you choose to shuffle into your deck. It does not -matter what order you leave your discard pile in afterwards. This -ability functions if you gain Inn due to buying it, or gain Inn -some other way. - -:::Mandarin -When you play this, you get +3 coins, and put a card from -your hand on top of your deck. If you have no cards left in hand, -you do not put a card on top of your deck. If there are no cards -left in your deck, the card you put on top becomes the only card -in your deck. When you gain this, you put all of your Treasures -from play on top of your deck in any order. You do not have to -show this order to other players. You have to put all of your -Treasures on top; you cannot leave some out. You only put -Treasures from play on top of your deck, not unplayed Treasures -from your hand. This does not stop you from having the coins -you got from playing those Treasures; for example, if you have +1 -Buy and play four Golds and buy a Mandarin, you put the Golds -on top of your deck, and still have 7 coins left to spend. Mandarin -puts your played Treasures on your deck whether you gained it -due to buying it or gained it some other way, although normally -you will only have Treasures in play in your Buy phase. - -:::Margrave -You draw 3 cards and get +1 Buy. Each other player -draws a card, then discards down to 3 cards in hand. Drawing a -card is not optional for them. A player who only has 3 cards or -fewer after drawing does not discard. - -:::Stables -You may discard a Treasure card from your hand. This is -optional. If you did discard one, you get +3 Cards and +1 Action. -You draw after discarding, so if you have to shuffle to get the 3 -cards, you will end up shuffling in the card you discarded. - -:::Border Village -When you play this, you draw a card and can play -two more Actions this turn. When you gain this, you also gain a -card from the Supply that costs less than Border Village. -Normally that will be a card costing up to 5 coins, but if Border -Village costs less than normal, such as due to Highway, then the -card you gain will have a lower maximum cost. You only gain a -card when you gain Border Village, not when you play it. You -gain a card whether you gained Border Village due to buying it, -or gained it some other way. - -:::Farmland -This is a Victory card, not an Action card. It is worth 2 -victory points at the end of the game. When you buy it, you trash a card -from your hand if able, and if you did, you gain a card from the -supply costing exactly 2 coins more than the trashed card if able. If -there are no cards left in your hand to trash, you do not trash or -gain a card, and if you trashed a card but there are no cards in -the supply costing exactly 2 coins more than the trashed card, you do -not gain a card. This ability only functions when you buy -Farmland, not when you gain it some other way. During set-up, -put all 12 Farmlands in the Supply for a game with 3 or more -players, but only 8 in the Supply for a 2-player game. - -:::Altar -You trash a card from your hand if you can, and then gain a -card whether or not you trashed one. The gained card comes from -the Supply and is put into your discard pile. -:::Armory -The card you gain comes from the Supply and is put on -top of your deck. -:::Band of Misfits -When you play this, you pick an Action card from -the Supply that costs less than it, and treat this card as if it were -the card you chose. Normally this will just mean that you follow -the instructions on the card you picked. So, if you play Band of -Misfits and Fortress is in the Supply, you could pick that and then -you would draw a card and get +2 Actions, since that is what -Fortress does when you play it. Band of Misfits also gets the -chosen card's cost, name, and types. If you use Band of Misfits as -a card that trashes itself, such as Death Cart, you will trash the -Band of Misfits (at which point it will just be a Band of Misfits -card in the trash). If you use Band of Misfits as a duration card -(from Seaside), Band of Misfits will stay in play until next turn, -just like the duration card would. If you use Band of Misfits as a -Throne Room (from Dominion), King's Court (from Prosperity), -or Procession, and use that effect to play a duration card, Band of -Misfits will similarly stay in play. If you use Throne Room, King's -Court, or Procession to play a Band of Misfits card multiple times, -you only pick what to play it as the first time; the other times it is -still copying the same card. For example, if you use Procession to -play Band of Misfits twice and choose Fortress the first time, you -will automatically replay it as Fortress, then trash the Band of -Misfits, return it to your hand (it is a Fortress when it's trashed, -and Fortress has a when-trashed ability that returns it to your -hand), and gain an Action card costing exactly 6 Coins(1 Coin more than -Band of Misfits, which has left play and so is no longer copying -Fortress). If you use Band of Misfits as a card that does something -during Clean-up, such as Hermit, it will do that thing during -Clean-up. When you play Horn of Plenty (from Cornucopia), it -counts Band of Misfits as whatever Band of Misfits was played as; -for example if you play a Band of Misfits as a Fortress, and then -play another Band of Misfits as a Scavenger, and then play Horn -of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can -only be played as a card that is visible in the Supply; it cannot be -played as a card after its pile runs out, and cannot be played as a -non-Supply card like Mercenary; it can be played as the top card -of the Ruins pile, but no other Ruins, and can only be played as Sir -Martin when that is the top card of the Knights pile -:::Bandit Camp -Draw a card before gaining a Spoils. The Spoils -comes from the Spoils pile, which is not part of the Supply, and is -put into your discard pile. If there are no Spoils cards left, you do -not get one. -:::Beggar -When you play this, you gain three Coppers from the -Supply, putting them into your hand. If there are not three -Coppers left, just gain as many as you can. When another player -plays an Attack card, you may discard this from your hand. If you -do, you gain two Silvers from the Supply, putting one on your deck -and the other into your discard pile. If there is only one Silver left, -put it on your deck; if there are no Silvers left, you do not gain any. -:::Catacombs -When you play this, you look at the top 3 cards of -your deck, and either put all 3 into your hand, or discard all 3 and -draw the next 3 cards. If you discard them and have to shuffle to -draw 3 cards, you will shuffle in the cards you discarded and may -end up drawing some of them. When you trash Catacombs, you -gain a card costing less than it. This happens whether Catacombs -is trashed on your turn or someone else's, and no matter who has -the card that trashed it. The gained card comes from the Supply -and is put into your discard pile. -:::Count -This card gives you two separate choices: first you either -discard 2 cards, put a card from your hand on top of your deck, or -gain a Copper; after resolving that, you either get +3 Coins, trash your -hand, or gain a Duchy. For example, you might choose to discard -2 cards, then gain a Duchy. Gained cards come from the Supply -and are put into your discard pile. You can choose an option even -if you cannot do it. If you trash multiple cards that do something -when trashed at once, trash them all, then choose an order to -resolve the things that happen due to them being trashed. -:::Ruins -See Additional Rules for Dark Ages and Preparation. -Abandoned Mine: When you play this, you just get +1 Coin. -Ruined Library: When you play this, you draw a card. -Ruined Market: When you play this, you just get +1 Buy. -Ruined Village: When you play this, you just get +1 Action. -Survivors: You either discard both cards, or put both cards back on -top; you cannot just discard one card. -:::Counterfeit -This is a Treasure worth 1 Coin. You play it in your Buy -phase, like other Treasures. When you play it, you also get +1 Buy, -and you may play an additional Treasure card from your hand -twice. If you choose to do that, you trash that Treasure. You still -get any coins that Treasure gave you from playing it, despite -trashing it. If you use Counterfeit to play Spoils twice, you will get -+ 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to -the Spoils pile; you will be unable to trash it. If you use -Counterfeit to play a Treasure that does something special when -you play it, you will do that thing twice. Cards with two types, one -of which is Treasure (such as Harem from Intrigue) are Treasures -and so can be played via Counterfeit. -:::Cultist -When you play this, you draw two cards, then each other -player gains a Ruins. These come from the Ruins pile in the Supply, -and are put into discard piles. Go in turn order starting to your -left; each player takes the top Ruins, revealing the next one each -time. If the Ruins pile runs out, players stop gaining them at that -point. After giving out Ruins, you may play another Cultist from -your hand. It can be one you just drew from playing Cultist, or -one you already had in your hand. Playing a Cultist this way does -not use up any extra Actions you were allowed to play due to cards -like Fortress - the original Cultist uses up one Action and that is it. -When you trash a Cultist of yours, you draw three cards. This -happens whether or not it is your turn, and whether or not the -card that causes Cultist to be trashed was yours. If you trash a -Cultist while revealing cards, such as to a Knight attack, you do not -draw the revealed cards that are about to be discarded. -:::Death Cart -When you play Death Cart, you get + 5 Coins, and either -trash an Action card from your hand, or trash the Death Cart. If -you have no Action card in your hand, you will have to trash the -Death Cart, but you can trash the Death Cart whether or not you -have an Action card in hand. A card with multiple types, one of -which is Action, is an Action card. When you gain a Death Cart, -either from buying it or from gaining it some other way, you also -gain 2 Ruins. You just take the top 2, whatever they are. If there -are not enough Ruins left, take as many as you can. The Ruins -come from the Supply and are put into your discard pile. The -other players get to see which ones you got. The player gaining -Death Cart is the one who gains Ruins; if Possession (from -Alchemy) is used to make another player buy Death Cart, the -player actually gaining the Death Cart (the one who played -Possession) gains the Ruins. If you use Trader (from Hinterlands) -to take a Silver instead of a Death Cart, you do not gain any Ruins. -It doesn't matter whose turn it is; if you use Ambassador (from -Seaside) to give Death Carts to each other player, those players -also gain Ruins. Passing cards with Masquerade (from Intrigue) -does not count as gaining them. -:::Feodum -This is a Victory card. Play with 8 for games with 2 -players, or 12 cards for games with 3 or more players. At the end -of the game, each Feodum is worth 1 Victory for every 3 Silvers in your -deck, rounded down. For example, if you have 11 Silvers, your -Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 -Silvers. The Silvers come from the Supply and are put into your -discard pile. If there are not enough Silvers left, gain as many as -you can. -:::Forager -Trash a card from your hand if you can. Whether or not -you can, you still get +1 Coin er differently named Treasure in the -trash, plus +1 Action and +1 Buy. Multiple copies of the same -Treasure card do not increase how much you get. For example, if -the trash has four Coppers, a Counterfeit, and six Estates, you get -+2 Coins. Cards with multiple types, one of which is Treasure (such as -Harem from Intrigue), are Treasures. -:::Fortress -When you play this, you draw a card and get +2 Actions. -If this is trashed, you take it from the trash and put it into your -hand. This happens no matter whose turn it is when Fortress is -trashed. It is not optional. You still trashed Fortress, even though -you get it back; for example if you play Death Cart and choose to -trash Fortress, the "if you do" on Death Cart is true, you did trash -an Action, so you do not trash Death Cart. -:::Graverobber -You choose either option, then do as much of it as -you can; you can choose an option even if you will not be able to -do it. You can look through the trash at any time. If you choose to -gain a card from the trash, the other players get to see what it is, -and it goes on top of your deck. If there were no cards in your -deck, it becomes the only card in your deck. If there is no card in -the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards -with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If -you choose to trash an Action card from your hand, the card you -gain comes from the Supply and is put into your discard pile. -:::Hermit -When you play this, look through your discard pile, and -then you may choose to trash a card that is not a Treasure, from -either your hand or your discard pile. You do not have to trash a -card and cannot trash Treasures. A card with multiple types, one -of which is Treasure (such as Harem from Intrigue), is a Treasure. -After trashing or not, you gain a card costing up to 3 Coins. The card -you gain comes from the Supply and is put into your discard pile. -Gaining a card is mandatory if it is possible. Then, when you -discard Hermit from play - normally, in Clean-up, after playing it -in your Action phase - if you did not buy any cards this turn, you -trash Hermit and gain a Madman. The Madman comes from the -Madman pile, which is not in the Supply, and is put into your -discard pile. It does not matter whether or not you gained cards -other ways, only whether or not you bought a card. If there are no -Madman cards left, you do not gain one. If Hermit is not -discarded from play during Clean-up - for example, if you put it -on your deck with Scheme (from Hinterlands) - then the ability -that trashes it will not trigger. -:::Hovel -This is a Shelter; see Preparation. It is never in the Supply. -When you buy a Victory card, if Hovel is in your hand, you may -trash the Hovel. A card with multiple types, one of which is -Victory, is a Victory card. You do not get anything for trashing -Hovel; you just get to get rid of it. -:::Hunting Grounds -When you play this, draw 4 cards. If this is -trashed, you either gain a Duchy or 3 Estates, your choice. These -cards come from the Supply and are put into your discard pile. If -you choose the 3 Estates and there are not 3 left, just gain as many -as you can. -:::Ironmonger -First you draw a card, then you reveal the top card of -your deck, then you either discard that card or put it back on top -of your deck. Then you get bonuses based on the types of the card -you revealed. A card with 2 types gives you both bonuses; for -example, if you revealed Harem (from Intrigue), you would both -draw a card and get +1 Coins. -:::Junk Dealer -You have to trash a card from your hand if you can. -You draw before trashing. -:::Knights -The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. - -When Sir Martin is the top card of the pile, it can be gained with -an Armory and so on. If Sir Vander is trashed, you gain a Gold; this -happens whether it is trashed on your turn or someone else's. The -player who had Sir Vander is the one who gains the Gold, -regardless of who played the card that trashed it. The Gold from -Sir Vander, and the card gained for Dame Natalie, comes from the -Supply and is put into your discard pile. -When playing Dame Anna, you may choose to trash zero, one, or -two cards from your hand. Dame Josephine is also a Victory card, -worth 2 Victory at the end of the game. The Knight pile is not a Victory -pile though, and does not get a counter for Trade Route (from -Prosperity) even if Dame Josephine starts on top. If you choose to -use the Knights with Black Market (a promotional card), put a -Knight directly into the Black Market deck, rather than using the -randomizer card. Sir Martin only costs 4 Coins, though the other -Knights all cost 5 Coins. -:::Madman -This card is not in the Supply; it can only be obtained -via Hermit. When you play it, you get +2 Actions, return it to the -Madman pile if you can (this is not optional), and if you did -return it, you draw a card per card in your hand. For example if -you had three cards in hand after playing Madman, you would -draw three cards. Normally, nothing will prevent you from -returning Madman to the Madman pile, but you may fail to due -to playing Madman twice via Procession, Throne Room (from -Dominion), or King's Court (from Prosperity). So, for example, if -you Procession a Madman, you will get +2 Actions, return -Madman to the Madman pile, draw a card per card in your hand, -get another +2 Actions, fail to return Madman and so not draw -cards the second time, fail to trash Madman, and then gain an -Action card costing exactly 1 Coin if you can. -:::Marauder -First you gain a Spoils. It comes from the Spoils pile, -which is not part of the Supply, and is put into your discard pile. -If there are no Spoils cards left, you do not get one. Then each -other player gains a Ruins. These come from the Ruins pile in the -Supply, and are put into discard piles. Go in turn order starting to -your left; each player takes the top Ruins, revealing the next one -each time. If the Ruins pile runs out, players stop gaining them at -that point. -:::Market Square -When you play this, you draw a card and get +1 -Action and +1 Buy. When one of your cards is trashed, you may -discard Market Square from your hand. If you do, you gain a Gold. -The Gold comes from the Supply and is put into your discard pile. -If there is no Gold left in the Supply, you do not gain one. You may -discard multiple Market Squares when a single card of yours is -trashed. -:::Mercenary -This card is not in the Supply; it can only be obtained -via Urchin. When you play it, you may trash 2 cards from your -hand. If you do, you draw two cards, get +2 Coins, and each other -player discards down to 3 cards in hand. Players who already have -3 or fewer cards in hand do nothing. Players responding to this -Attack with cards like Beggar must choose to do so before you -decide whether or not to trash 2 cards from your hand. If you play -this with only one card in hand, you may choose to trash that -card, but then will fail the "if you do" and will not draw cards and -so on. If the cards you trash do things when trashed, first trash -them both, then choose what order to resolve the things they do -when trashed. -:::Mystic -You get +1 Action and +2 Coins. Then name a card ("Copper," -for example - not "Treasure") and reveal the top card of your deck; -if you named the same card you revealed, put the revealed card -into your hand. If you do not name the right card, put the -revealed card back on top. You do not need to name a card being -used this game. Names need to match exactly for you to get the -card; for example Sir Destry and Sir Martin do not match. You do -not need to name a card available in the Supply. -:::Necropolis -This is a Shelter; see Preparation. It is never in the -Supply. It is an Action card; when you play it, you get +2 Actions. -:::Overgrown Estate -This is a Shelter; see Preparation. It is never in -the Supply. It is a Victory card despite being worth 0 Victory. If this is -trashed, you draw a card, right then, even in the middle of -resolving another card. For example, if you use Altar to trash -Overgrown Estate, you first draw a card, then gain a card costing -up to 5 Coins. This card does not give you a way to trash itself, it merely -does something if you manage to trash it. -:::Pillage -First trash Pillage. Then each other player with 5 or more -cards in hand reveals his hand and discards a card of your choice. -This happens in turn order, starting with the player to your left. -Then you gain two Spoils cards. The two Spoils cards come from -the Spoils pile, which is not part of the Supply, and are put into -your discard pile. If there are no Spoils cards left, you do not get -one; if there is only one, you just get one. -:::Poor House -First you get +4 Coins. Then you reveal your hand, and lose 1 Coin -per Treasure card in it. You can lose more than 4 Coins this way, but -the amount of coins you have available to spend can never go -below 0 Coins. Cards with two types, one of which is Treasure (such as -Harem from Intrigue) are Treasure cards. -:::Procession -Playing an Action card from your hand is optional. If -you do play one, you then play it a second time, then trash it, then -gain an Action card costing exactly 1 Coin more than it (even if -somehow you failed to trash it). Gaining a card is not optional -once you choose to play an Action card, but will fail to happen if -no card in the Supply costs the exact amount needed. If something -happens due to trashing the card - for example drawing 3 cards -due to trashing a Cultist - that will resolve before you gain a card. -The gained card comes from the Supply and is put into your -discard pile. This does not use up any extra Actions you were -allowed to play due to cards like Fortress - Procession itself uses up -one Action and that is it. You cannot play any other cards in -between resolving the Procession-ed Action card multiple times, -unless that Action card specifically tells you to (such as Procession -itself does). If you Procession a Procession, you will play one -Action twice, trash it, gain an Action card costing 1 Coin -more, then play another Action twice, trash it, gain an Action card costing -1 Coin more, then trash the Procession and gain an Action costing -1 Coin more than it. If you Procession a card that gives you +1 Action, -such as Vagrant, you will end up with 2 Actions to use afterwards, -rather than the one you would have left if you just played two -Vagrants. If you use Procession on a Duration card (from Seaside), -Procession will stay out until your next turn and the Duration -card will have its effect twice on your next turn, even though the -Duration card is trashed. -:::Rats -Follow the instructions in order. First draw a card; then gain -a Rats from the Supply, putting it into your discard pile; then trash -a card from your hand that is not a Rats card. If there are no Rats -cards left, you do not gain one. If you have no cards in your hand -other than Rats, reveal your hand and you do not trash a card. If -Rats is trashed, you draw a card. This happens whether it is your -turn or another player's, and regardless of which player has the -card that trashed Rats. There are 20 copies of Rats, rather than the -usual 10; the pile starts with all 20, regardless of the number of -players. -:::Rebuild -You can name any card, whether or not it is being used -this game or is a Victory card. Then reveal cards from your deck -until you reveal a Victory card that is not what you named. If you -run out of cards, shuffle your discard pile and continue, without -shuffling in the revealed cards. If you run out of cards with no -cards left in your discard pile, stop there, discard everything, and -nothing more happens. If you did find a Victory card that was not -what you named, you discard the other revealed cards, trash the -Victory card, and gain a Victory card costing up to -3 Coins more than the trashed card. The card you gain comes from the Supply and is -put into your discard pile. -:::Rogue -If there is a card in the trash costing from 3 Coins to 6 Coins, you -have to gain one of them; it is not optional. You can look through -the trash at any time. The other players get to see what card you -took. The gained card goes into your discard pile. Cards with -Potion in the cost (from Alchemy) do not cost from 3 Coins to -6 Coins. If there was no card in the trash costing from -3 Coins to 6 Coins, you instead have each -other player reveal the top 2 cards of his deck, trash one of them -of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the -rest. Go in turn order, starting with the player to your left. -:::Sage -If you run out of cards while revealing cards, shuffle your -discard pile (not including the revealed cards) and continue. If you -run out of cards to reveal and have no cards in your discard pile, -stop there; discard everything revealed, and you do not get a card. -If you find a card costing 3 Coins or more, put that one into your hand -and discard the rest. For example you might reveal Copper, then -Copper, then Curse, then Province; Province costs 8 Coins, so you -would stop there, put Province in your hand, and discard the two -Coppers and the Curse. -:::Scavenger -Putting your deck into your discard pile is optional, but -putting a card from your discard pile on top of your deck is not; -you do it unless there are no cards in your discard pile. Putting -your deck into your discard pile will not trigger Tunnel (from -Hinterlands). If your deck has no cards in it, such as from putting -them into your discard pile, then the card you put on top of your -deck will be the only card in your deck. -:::Spoils -This is never in the Supply; it can only be obtained via -Bandit Camp, Marauder, and Pillage. When you play Spoils, you -get +3 Coins to spend this turn, and return that copy of Spoils to its -pile. You are not forced to play Treasures in your hand. -:::Squire -When you play this, you get +1 Coins, and your choice of either -+2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the -Supply and is put into your discard pile. If Squire is trashed -somehow, you gain an Attack card; the Attack card comes from the -Supply and is put into your discard pile. You can gain any Attack -card available in the Supply, but if no Attack card is available, you -do not gain one. -:::Storeroom -Discard any number of cards from your hand, and -draw as many cards as you discarded. Then, discard any number of -cards - which could include cards you just drew - and you get +1 Coins -per card you discarded that time. -:::Urchin -When you play this, you draw a card and get +1 Action, -then each other player discards down to 4 cards in hand. Players -who already have 4 or fewer cards in hand do not do anything. -While Urchin is in play, when you play another Attack card, before -resolving it, you may trash the Urchin. If you do, you gain a -Mercenary. The Mercenary comes from the Mercenary pile, which -is not in the Supply, and is put into your discard pile. If there are -no Mercenaries left you do not gain one. If you play the same -Urchin twice in one turn, such as via Procession, that does not let -you trash it for a Mercenary. If you play two different Urchins -however, playing the second one will let you trash the first one. -:::Vagrant -You draw a card before revealing your top card. If the top -card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes -into your hand; otherwise it goes back on top. A card with -multiple types goes into your hand if at least one of the types is -Curse, Ruins, Shelter, or Victory. -:::Wandering Minstrel -First draw a card, then reveal the top 3 cards -of your deck, shuffling your discard pile if there are not enough -cards in your deck. If there still are not enough after shuffling, just -reveal what you can. Put the revealed Action cards on top of your -deck in any order, and discard the other cards. A card with -multiple types, one of which is Action, is an Action card. If you -didn't reveal any Action cards, no cards will be put on top. -:::Shelters -See Preparation. A shelter is never in the supply. - -Hovel: When you buy a Victory card, if Hovel is in your hand, you may -trash the Hovel. A card with multiple types, one of which is -Victory, is a Victory card. You do not get anything for trashing -Hovel; you just get to get rid of it. - -Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is -trashed, you draw a card, right then, even in the middle of -resolving another card. For example, if you use Altar to trash -Overgrown Estate, you first draw a card, then gain a card costing -up to 5 Coins. This card does not give you a way to trash itself, it merely -does something if you manage to trash it. - -Necropolis: This is an Action card; when you play it, you get +2 Actions. - -:::Hermit / Madman -Madman: This card is not in the Supply; it can only be obtained -via Hermit. When you play it, you get +2 Actions, return it to the -Madman pile if you can (this is not optional), and if you did -return it, you draw a card per card in your hand. For example if -you had three cards in hand after playing Madman, you would -draw three cards. Normally, nothing will prevent you from -returning Madman to the Madman pile, but you may fail to due -to playing Madman twice via Procession, Throne Room (from -Dominion), or King's Court (from Prosperity). So, for example, if -you Procession a Madman, you will get +2 Actions, return -Madman to the Madman pile, draw a card per card in your hand, -get another +2 Actions, fail to return Madman and so not draw -cards the second time, fail to trash Madman, and then gain an -Action card costing exactly 1 Coin if you can. - -:::Urchin / Mercenary -This card is not in the Supply; it can only be obtained -via Urchin. When you play it, you may trash 2 cards from your -hand. If you do, you draw two cards, get +2 Coins, and each other -player discards down to 3 cards in hand. Players who already have -3 or fewer cards in hand do nothing. Players responding to this -Attack with cards like Beggar must choose to do so before you -decide whether or not to trash 2 cards from your hand. If you play -this with only one card in hand, you may choose to trash that -card, but then will fail the "if you do" and will not draw cards and -so on. If the cards you trash do things when trashed, first trash -them both, then choose what order to resolve the things they do -when trashed. - -:::Advisor -If there are not three cards in your deck, reveal what you -can, then shuffle your discard pile into your deck to get the other -cards. If there still are not enough, just reveal what you can. No -matter how many you revealed, the player to your left chooses one -for you to discard, and the remaining cards go into your hand. - -:::Baker -When you play this, you draw a card, get +1 Action, and -take a Coin token. In games using this card, each player starts the -game with a Coin token. This includes games using the promo -card Black Market in which Baker is in the Black Market deck. - -:::Butcher -First take two Coin tokens. Then you may trash a card -from your hand and pay any number of Coin tokens (returning -them to the pile). The number of Coin tokens you pay can be zero. -Butcher itself is no longer in your hand and so cannot trash itself -(though it can trash another copy of Butcher). If you trashed a -card, you gain a card costing up to the cost of the trashed card plus -the number of Coin tokens you paid. For example, you could trash -an Estate and pay six Coin tokens to gain a Province, or you could -trash another Butcher and pay zero Coin tokens to gain a Duchy. -You can pay the Coin tokens you just got. Paying Coin tokens for -this ability does not get you coins to spend, it just changes what -cards you can gain with this ability. - -:::Candlestick Maker -You get +1 Action and +1 Buy, and take a Coin -token. - -:::Doctor -When you play this, you name a card, reveal the top three -cards of your deck, trash each of those cards that has that name, -and put the other cards back on your deck in any order. You do -not have to name a card being used this game. If there are fewer -than three cards left in your deck, reveal the remaining cards, and -shuffle your discard pile (which does not include those cards) to -get the remainder needed to reveal. If there are still not enough -cards, just reveal as many as you can. When you buy this, for each -extra 1 Coin you pay over the cost, you look at the top card of your -deck, and either trash it, discard it, or put it back on top. If there -are no cards left in your deck, shuffle your discard pile into your -deck (including any cards already discarded to this overpay ability -this turn), and if there still are no cards in it, you do not look at -one. If you overpay more than 1 Coin, you may do different things for -each card you look at, and you will look at the same card again if -you put it back on top. For example if you bought Doctor for 7 Coins, -you would look at the top card four times; you might end up first -trashing a Copper, then discarding a Province, then putting a Silver -back on top, then putting that Silver back on top again. - -:::Herald -When you play this, first draw a card and get +1 Action, -then reveal the top card of your deck. If it is an Action card, play -it; this is not optional. Playing the Action card does not "use up" -one of your Action plays for the turn. Cards with multiple types, -one of which is Action (such as Great Hall from Dominion: -Intrigue), are Action cards. If Herald plays a Duration card (from -Dominion: Seaside), the Herald is still discarded normally at end -of turn, as it is not needed to track anything. When you buy this, -you put one card from your discard pile on top of your deck for -each extra 1 Coin you pay over the cost. For example, if you buy Herald -for 6 Coins, you will put two cards from your discard pile on top of -your deck. This card lets you look through your discard pile; -normally you cannot. You cannot look through your discard pile -first to see how much you want to overpay, and once you overpay -you must put the appropriate number of cards on top of your -deck if possible. If you overpay enough to put more cards on your -deck than there are cards in your discard pile, you just put all of -your discard pile onto your deck. You may not look through your -discard pile if you buy Herald without overpaying for it. When you -put multiple cards on your deck due to overpaying for a Herald, -put them on your deck in any order. - -:::Journeyman -This draws you three cards that are not a particular -card. First name a card. It does not have to be a card being used -this game. Then reveal cards from the top of your deck until you -have revealed three cards that are not the named card. If you run -out of cards without finding three, shuffle your discard pile into -your deck and continue. If you still cannot find three, stop. Put the -cards you found that were not the named card into your hand and -discard the rest. - -:::Masterpiece -This is a Treasure worth 1 Coin, like Copper. When you -buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For -example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. - -:::Merchant Guild -When you play this, you get +1 Buy and +1 Coin. -While this is in play, any time you buy a card you also take a Coin -token. Remember that you may only spend Coin tokens prior to -buying cards, so you will not be able to immediately spend that -Coin token. This ability is cumulative; if you have two Merchant -Guilds in play, each card you buy will get you two Coin tokens. -However if you play a Merchant Guild multiple times but only -have one in play, such as with Throne Room (from Dominion) or -King's Court (from Dominion: Prosperity), you will only get one -Coin token when you buy a card. - -:::Plaza -First you draw a card and get +2 Actions; then you may -discard a Treasure. You can discard the card you drew if it is a -Treasure. If you discarded a Treasure card, you take a Coin token. -Cards with multiple types, one of which is Treasure (such as -Harem from Dominion: Intrigue), are Treasures. - -:::Soothsayer -The Gold and Curses come from the Supply and go -into discard piles. If there is no Gold left, you do not gain one. If -there are not enough Curses left to go around, deal them out in -turn order, starting with the player to your left. Each player who -gained a Curse draws a card. This is not optional. A player who did -not gain a Curse, whether due to the Curses running out or due -to some other reason, does not draw a card. A player who uses -Watchtower (from Dominion: Prosperity) to trash the Curse did -gain a Curse and so draws a card; a player who uses Trader (from -Dominion: Hinterlands) to gain a Silver instead did not gain a -Curse and so does not draw a card. - -:::Stonemason -When you play this, trash a card from your hand, -and gain two cards, each costing less than the card you trashed. -Trashing a card is not optional. If you do not have any cards left in -your hand to trash, you do not gain any cards. The two cards you -gain can be different or the same. For example you could trash a -Gold to gain a Duchy and a Silver. Gaining cards is not optional if -you trashed a card. The gained cards come from the Supply and are -put into your discard pile; if there are no cheaper cards in the -Supply (for example if you trash a Copper), you do not gain any. -If there is only one card in the Supply cheaper than the trashed -card, you gain that one. The cards you gain are gained one at a -time; this may matter with cards that do something when gained, -such as Inn from Dominion: Hinterlands. When you buy this, you -may choose to overpay for it. If you do, you gain two Action cards -each costing exactly the amount you overpaid. The Action cards -can be different or the same. For example, if you buy Stonemason -for 6 Coins, you could gain two Heralds. The Action cards come from -the Supply and are put into your discard pile. If there are no cards -with the appropriate cost in the Supply, you do not gain one. -Overpaying with a Potion (from Dominion: Alchemy) will let you -gain cards with Potion in the cost. Cards with multiple types, one -of which is Action (such as Great Hall from Dominion: Intrigue), -are Action cards. If you choose not to overpay, you will not gain -any cards from that ability; it is not possible to use it to gain -Action cards costing 0 Coins. - -:::Taxman -You may trash a Treasure card from your hand. This is -optional. Cards with multiple types, one of which is Treasure (like -Harem from Dominion: Intrigue), are Treasures. If you do trash a -Treasure, each other player with at least five cards in hand discards -a copy of it from her hand if she can, or reveals a hand with no -copies of it, and you gain a Treasure costing up to 3 Coins more than -the trashed Treasure, putting it on top of your deck. If there are no -cards in your deck, it becomes the only card in your deck. You do -not have to gain a more expensive Treasure; you may gain a -Treasure with the same cost, or a cheaper Treasure. You have to -gain a card if you trashed one though, if possible. The gained -Treasure comes from the Supply. - -:::Prince -Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. - -:::Amulet -You choose something when you play it, and again at the start of your next turn; the choices may be the same or different. - -:::Artificer -First you get +1 Card, +1 Action, and + Coin . Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards. - -:::Bridge Troll -This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins). - -:::Caravan Guard -This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with. - -:::Coin of the Realm -This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play. - -:::Distant Lands -This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth). - -:::Dungeon -When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards. - -:::Duplicate -When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn. - -:::Gear -You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn. - -:::Giant -At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time. - -:::Guide -When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play. - -:::Haunted Woods: Playing this sets up two effects for the future -you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played. - -:::Hireling -After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game. - -:::Lost City -When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way. - -:::Magpie -If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card. - -:::Messenger -When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything. - -:::Miser -You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end. - -:::Page -See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile. - -:::Peasant -See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile. - -:::Port -When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12. - -:::Ranger -At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger. - -:::Ratcatcher -When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play. - -:::Raze -If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze. - -:::Relic -This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck. - -:::Royal Carriage -When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice. - -:::Storyteller -This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been "spent" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards. - -:::Swamp Hag: Playing this sets up two effects for the future -you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played. - -:::Transmogrify -When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card. - -:::Treasure Trove -This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card. - -:::Wine Merchant -When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total. - -:::Alms -You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile. - -:::Ball -When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards. - -:::Bonfire -This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant. - -:::Borrow -You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section. - -:::Expedition -This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total. - -:::Ferry -When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section. - -:::Inheritance -You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile. - -:::Lost Arts -When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section. - -:::Mission -You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours. - -:::Pathfinding -When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section. - -:::Pilgrimage -At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage. - -:::Plan -When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section. - -:::Quest -You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold. - -:::Raid -This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. - -:::Save -You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand. - -:::Scouting Party -When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party. - -:::Seaway -When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain. - -:::Trade -You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile. - -:::Training -When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section. - -:::Travelling Fair -When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile. - -:::Champion -Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn. - -:::Disciple -Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded. - -:::Fugitive -When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn. - -:::Hero -The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game. - -:::Soldier -This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier. - -:::Teacher -When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile. - -:::Treasure Hunter -This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile. - -:::Warrior -Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers. - -:::Events -Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll. diff --git a/card_db/en_us/dominion_cards.txt b/card_db/en_us/dominion_cards.txt deleted file mode 100644 index b325964..0000000 --- a/card_db/en_us/dominion_cards.txt +++ /dev/null @@ -1,695 +0,0 @@ -1 Cellar Dominion Action $2 +1 Action, Discard any number of cards. +1 Card per card discarded. -2 Chapel Dominion Action $2 Trash up to 4 cards from your hand. -3 Moat Dominion Action - Reaction $2 +2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack. -4 Chancellor Dominion Action $3 +2 Coins, You may immediately put your deck into your discard pile. -5 Village Dominion Action $3 +1 Card, +2 Actions. -6 Woodcutter Dominion Action $3 +1 Buy, +2 Coins. -7 Workshop Dominion Action $3 Gain a card costing up to 4 Coins. -8 Bureaucrat Dominion Action - Attack $4 Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards). -9 Feast Dominion Action $4 Trash this card. Gain a card costing up to 5 Coins. -10 Gardens Dominion Victory $4 Variable, Worth 1 for every 10 cards in your deck (rounded down). -11 Militia Dominion Action - Attack $4 +2 Coins, Each other player discards down to 3 cards in his hand. -12 Moneylender Dominion Action $4 Trash a Copper from your hand. If you do, +3 Coins. -13 Remodel Dominion Action $4 Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card. -14 Smithy Dominion Action $4 +3 Cards. -15 Spy Dominion Action - Attack $4 +1 Card, +1 Action, Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. -16 Thief Dominion Action - Attack $4 Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards. -17 Throne Room Dominion Action $4 Choose an Action card in your hand. Play it twice. -18 Council Room Dominion Action $5 +4 Cards, +1 Buy, Each other player draws a card. -19 Festival Dominion Action $5 +2 Actions, +1 Buy, +2 Coins. -20 Laboratory Dominion Action $5 +2 Cards, +1 Action. -21 Library Dominion Action $5 Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing. -22 Market Dominion Action $5 +1 Card, +1 Action, +1 Buy, +1 Coin. -23 Mine Dominion Action $5 Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand. -24 Witch Dominion Action - Attack $5 +2 Cards, Each other player gains a Curse card. -25 Adventurer Dominion Action $6 Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards. -26 Copper Dominion Treasure $0 Worth 1 Coin. -27 Silver Dominion Treasure $3 Worth 2 Coins. -28 Gold Dominion Treasure $6 Worth 3 Coins. -29 Curse Dominion Curse $0 -1 -30 Estate Dominion Victory $2 1 -31 Duchy Dominion Victory $5 3 -32 Province Dominion Victory $8 6 -33 Trash Dominion Action $0 Pile of trash. - -1 Courtyard Intrigue Action $2 +3 Card, Put a card from your hand on top of your deck. -2 Pawn Intrigue Action $2 Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.). -3 Secret Chamber Intrigue Action - Reaction $2 Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck. -4 Great Hall Intrigue Action - Victory $3 +1 Card, +1 Action, 1 -5 Masquerade Intrigue Action $3 +2 Card, Each player passes a card in their hand to the player on their left. You may trash a card from your hand. -6 Shanty Town Intrigue Action $3 +2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards. -7 Steward Intrigue Action $3 Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand. -8 Swindler Intrigue Action - Attack $3 +2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose. -9 Wishing Well Intrigue Action $3 +1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand. -10 Baron Intrigue Action $4 +1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card. -11 Bridge Intrigue Action $4 +1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins. -12 Conspirator Intrigue Action $4 +2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action. -13 Coppersmith Intrigue Action $4 Copper produces an extra 1 Coin this turn. -14 Ironworks Intrigue Action $4 Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card. -15 Mining Village Intrigue Action $4 +1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins. -16 Scout Intrigue Action $4 +1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order. -17 Duke Intrigue Victory $5 Worth 1 per Duchy you have. -18 Minion Intrigue Action - Attack $5 +1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards. -19 Saboteur Intrigue Action - Attack $5 Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards. -20 Torturer Intrigue Action - Attack $5 +3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand. -21 Trading Post Intrigue Action $5 Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand. -22 Tribute Intrigue Action $5 The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards. -23 Upgrade Intrigue Action $5 +1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it. -24 Harem Intrigue Treasure - Victory $6 Worth 2 Coins, 2 -25 Nobles Intrigue Action - Victory $6 2 -Choose one: +3 Cards, or +2 Actions. -26 Copper Intrigue Treasure $0 Worth 1 Coin. -27 Silver Intrigue Treasure $3 Worth 2 Coins. -28 Gold Intrigue Treasure $6 Worth 3 Coins. -29 Curse Intrigue Curse $0 -1 -30 Estate Intrigue Victory $2 1 -31 Duchy Intrigue Victory $5 3 -32 Province Intrigue Victory $8 6 -33 Trash Intrigue Action $0 Pile of trash. - -1 Embargo Seaside Action $2 +2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile. -2 Haven Seaside Action - Duration $2 +1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand. -3 Lighthouse Seaside Action - Duration $2 +1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you. -4 Native Village Seaside Action $2 +2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game. -5 Pearl Diver Seaside Action $2 +1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top. -6 Ambassador Seaside Action - Attack $3 Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it. -7 Fishing Village Seaside Action - Duration $3 +2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin. -8 Lookout Seaside Action $3 +1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck. -9 Smugglers Seaside Action $3 Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn. -10 Warehouse Seaside Action $3 +3 Card, +1 Action, Discard 3 cards. -11 Caravan Seaside Action - Duration $4 +1 Card, +1 Action -At the start of your next turn, +1 Card. -12 Cutpurse Seaside Action - Attack $4 +2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper). -13 Island Seaside Action - Victory $4 Set aside this and another card from your hand. Return them to your deck at the end of the game. 2 VP -14 Navigator Seaside Action $4 +2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order. -15 Pirate Ship Seaside Action - Attack $4 Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game. -16 Salvager Seaside Action $4 +1 Buy, Trash a card from your hand. +Coins equal to its cost. -17 Sea Hag Seaside Action - Attack $4 Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck. -18 Treasure Map Seaside Action $4 Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck. -19 Bazaar Seaside Action $5 +1 Card, +2 Actions, +1 Coin. -20 Explorer Seaside Action $5 You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand. -21 Ghost Ship Seaside Action - Attack $5 +2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand. -22 Merchant Ship Seaside Action - Duration $5 Now and at the start of your next turn: +2 Coins. -23 Outpost Seaside Action - Duration $5 You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns. -24 Tactician Seaside Action - Duration $5 Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action. -25 Treasury Seaside Action $5 +1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck. -26 Wharf Seaside Action - Duration $5 Now and at the start of your next turn: +2 Cards, +1 Buy. - -1 Transmute Alchemy Action $0 1P Trash a card from your hand. If it is an... -Action card, gain a Duchy -Treasure card, gain a Transmute -Victory card, gain a Gold -2 Vineyard Alchemy Victory $0 1P Worth 1 for every 3 Action cards in your deck (rounded down). -3 Apothecary Alchemy Action $2 1P +1 Card -+1 Action -Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order. -4 Herbalist Alchemy Action $2 +1 Buy -+1 Coin -When you discard this from play, you may put one of your Treasures from play on top of your deck. -5 Scrying Pool Alchemy Action - Attack $2 1P +1 Action -Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action. -Put all of your revealed cards into your hand. -6 University Alchemy Action $2 1P +2 Actions -You may gain an Action card costing up to 5 Coins. -7 Alchemist Alchemy Action $3 1P +2 Cards -+1 Action -When you discard this from play, you may put this on top of your deck if you have a Potion in play. -8 Familiar Alchemy Action - Attack $3 1P +1 Card -+1 Action -Each other player gains a curse. -9 Philosopher's Stone Alchemy Treasure $3 1P When you play this, count your deck and discard pile. -Worth 1 Coin per 5 cards total between them (rounded down). -10 Golem Alchemy Action $4 1P Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards. -Discard the other cards, then play the Action cards in either order. -11 Potion Alchemy Treasure $4 Worth 1 Potion. -12 Apprentice Alchemy Action $5 +1 Action -Trash a card from your hand. -+1 Card per Coin it costs. -+2 Cards if it has Potion in its cost. -13 Possession Alchemy Action $6 1P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn. -14 Possession 2/2 Alchemy Action $6 1P -During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned. --If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed. --Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one. --Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally. - -1 Loan Prosperity Treasure $3 Worth 1 Coin. -When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. -2 Trade Route Prosperity Action $3 +1 Buy -+1 Coin per token on the Trade Route mat. -Trash a card from your hand. -______________________ -Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat. -3 Watchtower Prosperity Reaction $3 Draw until you have 6 cards in hand. -______________________ -When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck. -4 Bishop Prosperity Action $4 +1 Coin -+1 -Trash a card from your hand. + equal to half its cost in coins, rounded down. -Each other player may trash a card from his hand. -5 Monument Prosperity Action $4 +2 Coins; +1 -6 Quarry Prosperity Treasure $4 Worth 1 Coin. -______________________ -While this is in play, Action cards cost 2 Coins less, but not less than 0 Coins. -7 Talisman Prosperity Treasure $4 Worth 1 Coin. -______________________ -While this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it. -8 Worker's Village Prosperity Action $4 +1 Card -+2 Actions -+1 Buy -9 City Prosperity Action $5 +1 Card -+2 Actions -If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy. -10 Contraband Prosperity Treasure $5 Worth 3 Coins. -+1 Buy -When you play this, the player to your left names a card. You can't buy that card this turn. -11 Counting House Prosperity Action $5 Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. -12 Mint Prosperity Action $5 You may reveal a Treasure card from your hand. Gain a copy of it. -______________________ -When you buy this, trash all Treasures you have in play. -13 Mountebank Prosperity Action - Attack $5 +2 Coins -Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper. -14 Rabble Prosperity Action - Attack $5 +3 Cards -Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. -15 Royal Seal Prosperity Treasure $5 Worth 2 Coins. -______________________ -While this is in play, when you gain a card, you may put that card on top of your deck. -16 Vault Prosperity Action $5 +2 Cards -Discard any number of cards. +1 Coin per card discarded. -Each other player may discard 2 cards. If he does, he draws a card. -17 Venture Prosperity Treasure $5 Worth 1 Coin. -When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. -18 Goons Prosperity Action - Attack $6 +1 Buy -+2 Coins -Each other player discards down to 3 cards in hand. -______________________ -While this is in play, when you buy a card, +1 . -19 Grand Market Prosperity Action $6 +1 Card -+1 Action -+1 Buy -+2 Coins -______________________ -You can't buy this if you have any Copper in play. -20 Hoard Prosperity Treasure $6 Worth 2 Coins. -______________________ -While this is in play, when you buy a Victory card, gain a Gold. -21 Bank Prosperity Treasure $7 Worth ? Coins. -When you play this, it`s worth 1 Coin per Treasure card you have in play (counting this). -22 Expand Prosperity Action $7 Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card. -23 Forge Prosperity Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards. -24 King's Court Prosperity Action $7 You may choose an Action card in your hand. Play it three times. -25 Peddler Prosperity Action $8* +1 Card; +1 Action; +2 Coin -______________________ -During your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins. -26 Platinum Prosperity Treasure $9 Worth 5 Coins. -27 Colony Prosperity Victory $11 10 . - -1 Black Market Promo Action $3 +2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order. -(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.). -2 Envoy Promo Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest. -3 Stash Promo Treasure $5 Worth 2 Coins. When you shuffle, you may put this anywhere in your deck. -4 Walled Village Promo Action $4 +1 Card -+2 Actions -At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck. -5 Governor Promo Action $5 +1 Action -Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more. -6 Prince Promo Action $8 You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it). - -1 Copper Base Treasure $0 Worth 1 Coin. -2 Silver Base Treasure $3 Worth 2 Coins. -3 Gold Base Treasure $6 Worth 3 Coins. -4 Platinum Base Treasure $9 Worth 5 Coins. -5 Potion Base Treasure $4 Worth 1 Potion. -6 Curse Base Curse $0 -1 -7 Estate Base Victory $2 1 -8 Duchy Base Victory $5 3 -9 Province Base Victory $8 6 -10 Colony Base Victory $11 10 -11 Trash Base Action $0 Pile of trash. - -1 Bag of Gold Cornucopia Action - Prize $0* +1 Action -Gain a Gold, putting it on top of your deck. -(This is not in the Supply.) -2 Diadem Cornucopia Treasure - Prize $0* Worth 2 Coins. -When you play this, +1 Coins per unused Action you have (Action, not Action card). -(This is not in the Supply.) -3 Followers Cornucopia Action - Attack - Prize $0* +2 Cards -Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand. -(This is not in the Supply.) -4 Princess Cornucopia Action - Prize $0* +1 Buy -While this is in play, cards cost 2 Coins less, but not less than 0 Coins. -(This is not in the Supply.) -5 Trusty Steed Cornucopia Action - Prize $0* Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile. -(This is not in the Supply.) -6 Hamlet Cornucopia Action $2 +1 Card -+1 Action -You may discard a card; If you do +1 Action. -You may discard a card; If you do +1 Buy -7 Fortune Teller Cornucopia Action - Attack $3 +2 Coin -Each other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards. -8 Menagerie Cornucopia Action $3 +1 Action -Reveal your hand. -If there are no duplicate cards in it, +3 Cards. -Otherwise, +1 Card. -9 Farming Village Cornucopia Action $4 +2 Actions -Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards. -10 Horse Traders Cornucopia Action - Reaction $4 +1 Buy -+3 Coin -Discard 2 Cards -When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand. -11 Remake Cornucopia Action $4 Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card. -12 Tournament Cornucopia Action $4 +1 Action -Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin. - -Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed -13 Young Witch Cornucopia Action - Attack $4 +2 Cards -Discard 2 cards. Each other player may reveal a Bane card from his hand. -If he doesn’t, he gains a Curse. -Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards. -14 Harvest Cornucopia Action $5 Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed. -15 Horn of Plenty Cornucopia Treasure $5 Worth 0 Coins -When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it’s a Victory card, trash this. -16 Hunting Party Cornucopia Action $5 +1 Card -+1 Action -Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t in a duplicate of one in your hand and discard the rest. -17 Jester Cornucopia Action - Attack $5 +2 Coins -Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice. -18 Fairgrounds Cornucopia Victory $6 Worth 2 for every 5 differently named cards in your deck (rounded down) -19 Prizes Cornucopia Extras Prize $0* Prizes are never in the supply. They can only be obtained via Tournament. -Bag of Gold: +1 Action; Gain a Gold, putting it on top of your deck. -Diadem: +2 Coins; When you play this, +1 Coins per unused Action you have. -Followers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand. -Princess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less than 0 Coins. -Trusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile. - -1 Crossroads Hinterlands Action $2 Reveal your hand. -+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions. -2 Duchess Hinterlands Action $2 +2 Coins -Each player (including you) looks at the top card of his deck, and discards it or puts it back. -______________________ -In games using this, when you gain a Duchy, you may gain a Duchess. -3 Fool's Gold Hinterlands Treasure - Reaction $2 If this is the first time you played a Fool's Gold this turn, this is worth 1 coin, otherwise it's worth 4 coins. -______________________ -When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck. -4 Develop Hinterlands Action $3 Trash a card from your hand. Gain a card costing exactly 1 coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck. -5 Oasis Hinterlands Action $3 +1 Card -+1 Action -+1 Coins -Discard a card. -6 Oracle Hinterlands Action - Attack $3 Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses. -+2 Cards -7 Scheme Hinterlands Action $3 +1 Card -+1 Action -At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. -8 Tunnel Hinterlands Victory - Reaction $3 2 -______________________ -When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold. -9 Jack of all Trades Hinterlands Action $4 Gain a Silver. -Look at the top card of your deck; discard it or put it back. -Draw until you have 5 cards in hand. -You may trash a card from your hand that is not a Treasure. -10 Noble Brigand Hinterlands Action - Attack $4 +1 Coin -When you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards. -11 Nomad Camp Hinterlands Action $4 +1 Buy -+2 Coins -______________________ -When you gain this, put it on top of your deck. -12 Silk Road Hinterlands Victory $4 Worth 1 for every 4 Victory cards in your deck (round down). -13 Spice Merchant Hinterlands Action $4 You may trash a Treasure from your hand. If you do, choose one: -+2 Cards and +1 Action; -or +2 Coins and +1 Buy. -14 Trader Hinterlands Action - Reaction $4 Trash a card from your hand. Gain a number of Silvers equal to its cost in coins. -______________________ -When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver. -15 Cache Hinterlands Treasure $5 Worth 3 coins -______________________ -When you gain this, gain two Coppers. -16 Cartographer Hinterlands Action $5 +1 Card -+1 Action -Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order. -17 Embassy Hinterlands Action $5 +5 Cards -Discard 3 cards. -______________________ -When you gain this, each other player gains a Silver. -18 Haggler Hinterlands Action $5 +2 Coins -______________________ -While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card. -19 Highway Hinterlands Action $5 +1 Card -+1 Action -______________________ -While this is in play, cards cost 1 Coin less, but not less than 0 Coins. -20 Ill-Gotten Gains Hinterlands Treasure $5 Worth 1 Coin -When you play this, you may gain a Copper, putting it into your hand. -______________________ -When you gain this, each other player gains a Curse. -21 Inn Hinterlands Action $5 +2 Cards -+2 Actions -Discard 2 cards. -______________________ -When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck. -22 Mandarin Hinterlands Action $5 +3 Coins -Put a card from your hand on top of your deck. -______________________ -When you gain this, put all Treasures you have in play on top of your deck in any order. -23 Margrave Hinterlands Action - Attack $5 +3 Cards -+1 Buy -Each other player draws a card, then discards down to 3 cards in hand. -24 Stables Hinterlands Action $5 You may discard a Treasure. If you do, +3 Cards and +1 Action. -25 Border Village Hinterlands Action $6 +1 Card -+2 Actions -______________________ -When you gain this, gain a card costing less than this. -26 Farmland Hinterlands Victory $6 2 -______________________ -When you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card. - -1 Ruins Dark Ages Action - Ruins $0 Abandoned Mine: +1 Coin -Ruined Library: +1 Card -Ruined Market: +1 Buy -Ruined Village: +1 Action -Survivors: Look at the top 2 cards of your deck. Discard them or put them back in any order. -2 Madman Dark Ages Action $0* +2 Actions -Return this to the Madman pile. If you do, +1 Card per card in your hand. -(This card is not in the supply.) -3 Spoils Dark Ages Treasure $0* Worth 3 Coins -When you play this, return it to the Spoils pile. -(This is not in the Supply.) -4 Hovel Dark Ages Reaction - Shelter $1 When you buy a Victory card, you may trash this from your hand. -5 Necropolis Dark Ages Action - Shelter $1 +2 Actions -6 Overgrown Estate Dark Ages Victory - Shelter $1 0 -______________________ -When you trash this, +1 Card. -7 Poor House Dark Ages Action $1 +4 Coins -Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins. -8 Squire Dark Ages Action $2 +1 Coin -Choose one: +2 Actions; or +2 Buys; or gain a Silver. -______________________ -When you trash this, gain an Action card. -9 Vagrant Dark Ages Action $2 +1 Card, +1 Action -Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand. -10 Hermit Dark Ages Action $3 Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins. -When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile. -11 Sage Dark Ages Action $3 +1 Action -Reveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest. -12 Feodum Dark Ages Victory $4 Worth 1 for every 3 Silvers in your deck (round down). -______________________ -When you trash this, gain 3 Silvers. -13 Fortress Dark Ages Action $4 +1 Card, +2 Actions -______________________ -When you trash this, put it into your hand. -14 Ironmonger Dark Ages Action $4 +1 Card, +1 Action -Reveal the top card of your deck; you may discard it. Either way, if it is an… -Action card, +1 Action -Treasure card, +1 Coin -Victory card, +1 Card -15 Procession Dark Ages Action $4 You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it. -16 Rats Dark Ages Action $4 +1 Card, +1 Action -Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats). -______________________ -When you trash this, +1 Card. -17 Band of Misfits Dark Ages Action $5 Play this as if it were an Action card in the Supply costing less than it that you choose. -This is that card until it leaves play. -18 Bandit Camp Dark Ages Action $5 +1 Card, +2 Actions -Gain a Spoils from the Spoils pile. -19 Count Dark Ages Action $5 Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper. -Choose one: +3 Coins; or trash your hand; or gain a Duchy. -20 Cultist Dark Ages Action - Attack - Looter $5 +2 Cards -Each other player gains a Ruins. You may play a Cultist from your hand. -______________________ -When you trash this, +3 Cards. -21 Graverobber Dark Ages Action $5 Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it. -22 Pillage Dark Ages Action - Attack $5 Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. -Gain 2 Spoils from the Spoils pile. -23 Scavenger Dark Ages Action $4 +2 Coins -You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck. -24 Altar Dark Ages Action $6 Trash a card from your hand. Gain a card costing up to 5 Coins. -29 Armory Dark Ages Action $4 Gain a card costing up to 4 Coins, putting it on top of your deck. -25 Beggar Dark Ages Action - Reaction $2 Gain 3 Coppers, putting them into your hand. -______________________ -When another player plays an Attack card, you may discard this. -If you do, gain two Silvers, putting one on top of your deck. -26 Catacombs Dark Ages Action $5 Look at the top 3 cards of your deck. -Choose one: Put them into your hand; -or discard them and +3 Cards. -______________________ -When you trash this, gain a cheaper card. -27 Counterfeit Dark Ages Treasure $5 Worth 1 Coin -+1 Buy -When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure -28 Death Cart Dark Ages Action - Looter $4 +5 Coins -You may trash an Action card from your hand. If you don’t, trash this. -______________________ -When you gain this, gain 2 Ruins. -29 Forager Dark Ages Action $3 +1 Action -+1 Buy -Trash a card from your hand. -+1 Coin per differently named Treasure -in the trash. -30 Junk Dealer Dark Ages Action $5 +1 Card -+1 Action -+1 Coin -Trash a card from your hand. -31 Knights Dark Ages Action $5 This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. -32 Marauder Dark Ages Action $4 Gain a Spoils from the Spoils pile. -Each other player gains a Ruins. -33 Market Square Dark Ages Action - Reaction $3 +1 Card -+1 Action -+1 Buy -______________________ -When one of your cards is trashed, -you may discard this from your -hand. If you do, gain a Gold. -34 Rebuild Dark Ages Action $5 + 1 Action -Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it. -35 Rogue Dark Ages Action - Attack $5 + 2 Coins -If there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. -36 Storeroom Dark Ages Action $3 + 1 Buy -Discard any number of cards. -+1 Card per card discarded. -Discard any number of cards. -+ 1 Coins per card discarded the second time. -37 Urchin Dark Ages Action - Attack $3 +1 Card -+1 Action -Each other player discards down to 4 cards in hand. -______________________ -When you play another Attack card with this in play, you may trash this. -If you do, gain a Mercenary from the Mercenary pile. -38 Wandering Minstrel Dark Ages Action $4 +1 Card -+2 Actions -Reveal the top 3 cards of your deck. -Put the Actions back on top in any order and discard the rest. -39 Hunting Grounds Dark Ages Action $6 + 4 Cards -______________________ -When you trash this, -gain a Duchy or 3 Estates. -40 Mercenary Dark Ages Action - Attack $0* You may trash 2 cards from your hand. -If you do, +2 Cards, + 2 Coins, -and each other player discards down to 3 cards in hand. -(This is not in the Supply.) -41 Mystic Dark Ages Action $5 +1 Action -+ 2 Coins -Name a card. -Reveal the top card of your deck. -If it’s the named card, put it into your hand. -42 Shelters Dark Ages Extras Action - Shelter $1 Hovel: When you buy a Victory card, you may trash this from your hand. -Necropolis: +2 Actions -Overgrown Estate: 0 ; when you trash this, +1 Card. -43 Urchin / Mercenary Dark Ages Extras Action $3 Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one. -44 Hermit / Madman Dark Ages Extras Action $3 Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger. - -1 Advisor Guilds Action $4 +1 Action -Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand. -2 Baker Guilds Action $5 +1 Card -+1 Action -Take a Coin token. -______________________ -Setup: Each player takes a Coin token. -3 Butcher Guilds Action $5 Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid. -4 Candlestick Maker Guilds Action $2 +1 Action -+1 Buy -Take a Coin token. -5 Doctor Guilds Action $3+ Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. -______________________ -When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back. -6 Herald Guilds Action $4+ +1 Card -+1 Action -Reveal the top card of your deck. If it is an Action, play it. -______________________ -When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck. -7 Journeyman Guilds Action $5 Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest. -8 Masterpiece Guilds Treasure $3+ Worth 1 Coin. -______________________ -When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid. -9 Merchant Guild Guilds Action $5 +1 Buy -+1 Coin -______________________ -While this is in play, when you buy a card, take a Coin token. -10 Plaza Guilds Action $4 +1 Card -+2 Actions -You may discard a Treasure card. If you do, take a Coin token. -11 Soothsayer Guilds Action - Attack $5 Gain a Gold. Each other player gains a Curse. Each player who did draws a card. -12 Stonemason Guilds Action $2+ Trash a card from your hand. Gain 2 cards each costing less than it. -______________________ -When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid. -13 Taxman Guilds Action - Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck. - -1 Amulet Adventures Action - Duration $3 Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver. -2 Artificer Adventures Action $5 +1 Card -+1 Action -+1 Coin -Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck. -3 Bridge Troll Adventures Action - Attack - Duration $5 Each other player takes his -1 Coin token. Now and at the start of your next turn: -+1 Buy -______________________ -While this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins. -4 Caravan Guard Adventures Action - Duration - Reaction $3 +1 Card -+1 Action -At the start of your next turn, +1 Coin -______________________ -When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.) -5 Dungeon Adventures Action - Duration $3 +1 Action -Now and at the start of your next turn: +2 Cards then discard 2 cards. -6 Duplicate Adventures Action - Reserve $4 Put this on your Tavern mat. -______________________ -When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card. -7 Gear Adventures Action - Duration $3 +2 Cards -Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand. -8 Giant Adventures Action - Attack $5 Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse. -9 Guide Adventures Action - Reserve $3 +1 Card -+1 Action -Put this on your Tavern mat. -______________________ -At the start of your turn, you may call this, to discard your hand and draw 5 cards. -10 Haunted Woods Adventures Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order. -At the start of your next turn: -+3 Cards -11 Hireling Adventures Action - Duration $6 At the start of each of your turns for the rest of the game: -+1 Card -(This stays in play.) -12 Lost City Adventures Action $5 +2 Cards -+2 Actions -______________________ -When you gain this, each other player draws a card. -13 Magpie Adventures Action $4 +1 Card -+1 Action -Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie. -14 Messenger Adventures Action $4 +1 Buy -+2 Coins -You may put your deck into your discard pile. -______________________ -When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it. -15 Miser Adventures Action $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat. -16 Ranger Adventures Action $4 +1 Buy -Turn your Journey token over (it starts face up). If it's face up, +5 Cards. -17 Ratcatcher Adventures Action - Reserve $2 +1 Card -+1 Action -Put this on your Tavern mat. -______________________ -At the start of your turn, you may call this, to trash a card from your hand. -18 Raze Adventures Action $2 +1 Action -Trash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest. -19 Royal Carriage Adventures Action - Reserve $5 +1 Action -Put this on your Tavern mat. -______________________ -Directly after resolving an Action, if it's still in play, you may call this, to replay that Action. -20 Storyteller Adventures Action $5 +1 Action -+1 Coin -Play up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid. -21 Swamp Hag Adventures Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he gains a Curse. -At the start of your next turn: -+3 Coins -22 Transmogrify Adventures Action - Reserve $4 +1 Action -Put this on your Tavern mat. -______________________ -At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand. -23 Wine Merchant Adventures Action - Reserve $5 +1 Buy -+4 Coins -Put this on your Tavern mat. -______________________ -At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat. -24 Port Adventures Action $4 +1 Card -+2 Actions -______________________ -When you buy this, gain another Port. -25 Coin of the Realm Adventures Treasure - Reserve $2 1 Coin -When you play this, put it on your Tavern mat. -______________________ -Directly after resolving an Action, you may call this for +2 Actions. -26 Relic Adventures Treasure - Attack $5 2 Coins -When you play this, each other player puts his -1 Card token on his deck. -27 Treasure Trove Adventures Treasure $5 2 Coins -When you play this, gain a Gold and a Copper. -28 Distant Lands Adventures Action - Reserve - Victory $5 Put this on your Tavern mat. -______________________ -Worth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP). -29 Page Adventures Action - Traveller $2 +1 Card -+1 Action -______________________ -When you discard this from play, you may exchange it for a Treasure Hunter. -30 Peasant Adventures Action - Traveller $2 +1 Buy -+1 Coin -______________________ -When you discard this from play, you may exchange it for a Soldier. -31 Treasure Hunter Adventures Action - Traveller $3* +1 Action -+1 Coin -Gain a Silver per card the player to your right gained in his last turn. -______________________ -When you discard this from play, you may exchange it for a Warrior. -(This is not in the Supply.) -32 Warrior Adventures Action - Attack - Traveller $4* +2 Cards -For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins. -______________________ -When you discard this from play, you may exchange it for a Hero. -(This is not in the Supply.) -33 Hero Adventures Action - Traveller $5* +2 Coins -Gain a Treasure. -______________________ -When you discard this from play, you may exchange it for a Champion. -(This is not in the Supply.) -34 Champion Adventures Action - Duration $6* +1 Action -For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action. -(This stays in play. This is not in the Supply.) -35 Soldier Adventures Action - Attack - Traveller $3* +2 Coins -+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card. -______________________ -When you discard this from play, you may exchange it for a Fugitive. -(This is not in the Supply.) -36 Fugitive Adventures Action - Traveller $4* +2 Cards -+1 Action -Discard a card. -______________________ -When you discard this from play, you may exchange it for a Disciple. -(This is not in the Supply.) -37 Disciple Adventures Action - Traveller $5* You may play an Action card from your hand twice. Gain a copy of it. -______________________ -When you discard this from play, you may exchange it for a Teacher. -(This is not in the Supply.) -38 Teacher Adventures Action - Reserve $6* Put this on your Tavern mat. -______________________ -At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). -(This is not in the Supply.) -39 Alms Adventures Event $0 Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin. -40 Ball Adventures Event $5 Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin. -41 Bonfire Adventures Event $3 Trash up to 2 cards you have in play. -42 Borrow Adventures Event $0 +1 Buy -Once per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin. -43 Expedition Adventures Event $3 Draw 2 extra cards for your next hand. -44 Ferry Adventures Event $3 Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin. -45 Inheritance Adventures Event $7 Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card). -46 Lost Arts Adventures Event $6 Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action). -47 Mission Adventures Event $4 Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards. -48 Pathfinding Adventures Event $8 Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card). -49 Pilgrimage Adventures Event $4 Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each. -50 Plan Adventures Event $3 Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.) -51 Quest Adventures Event $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. -52 Raid Adventures Event $5 Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck. -53 Save Adventures Event $1 +1 Buy -Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing). -54 Scouting Party Adventures Event $2 +1 Buy -Look at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order. -55 Seaway Adventures Event $5 Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy). -56 Trade Adventures Event $5 Trash up to 2 cards from your hand. -Gain a Silver per card you trashed. -57 Training Adventures Event $6 Move your + 1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin). -58 Travelling Fair Adventures Event $2 +2 Buys -When you gain a card this turn, you may put it on top of your deck. -59 Events Adventures Extras Event $* Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll. diff --git a/card_db/it/card_groups.json b/card_db/it/card_groups.json new file mode 100644 index 0000000..462cb78 --- /dev/null +++ b/card_db/it/card_groups.json @@ -0,0 +1,52 @@ +{ + "Tournament": { + "subcards": [ + "Bag of Gold", + "Diadem", + "Followers", + "Princess", + "Trusty Steed" + ], + "new_name": "Tournament and Prizes" + }, + "Shelters": { + "subcards": [ + "Hovel", + "Overgrown Estate", + "Necropolis" + ], + "new_name": "Shelters" + }, + "Page": { + "subcards": [ + "Treasure Hunter", + "Warrior", + "Hero", + "Champion" + ], + "new_name": "Page -> Champion" + }, + "Peasant": { + "subcards": [ + "Soldier", + "Fugitive", + "Disciple", + "Teacher" + ], + "new_name": "Peasant -> Teacher" + }, + "Hermit \/ Madman": { + "subcards": [ + "Hermit", + "Madman" + ], + "new_name": "Hermit \/ Madman" + }, + "Urchin \/ Mercenary": { + "subcards": [ + "Urchin", + "Mercenary" + ], + "new_name": "Urchin \/ Mercenary" + } +} diff --git a/dominion_tabs.py b/dominion_tabs.py index 940e16f..347baf7 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -1,5 +1,4 @@ #!python -import csv import re from optparse import OptionParser import os.path @@ -587,128 +586,6 @@ class DominionTabs: if not self.options.tabs_only: self.drawText(card, useExtra) - def read_card_groups(self, fname): - groups = {} - with open(fname, 'r') as f: - for row in csv.reader(f, delimiter=','): - groups[row[0].strip()] = { - "subcards": [x.strip() for x in row[1:-1]], - "text": row[-1].strip()} - return groups - - def read_card_extras(self, fname, cards): - f = open(fname) - cardName = re.compile("^:::(?P[ \w\-/']*)", re.UNICODE) - extras = {} - currentCard = "" - extra = "" - blank = 1 - isBlank = False - blanks = {} - for line in f: - line = line.decode('utf-8') - m = cardName.match(line) - if m: - if currentCard: - if isBlank: - blanks[currentCard] = extra - else: - extras[currentCard] = extra - currentCard = m.groupdict()["name"] - extra = "" - if not currentCard: - currentCard = blank - blank += 1 - isBlank = True - else: - isBlank = False - if not self.options.expansions\ - and currentCard and (currentCard not in (c.name for c in cards)): - print currentCard + ' has extra description, but is not in cards' - else: - extra += ' ' + line.strip() - if currentCard and extra: - if isBlank: - blanks[currentCard] = extra.strip() - else: - extras[currentCard] = extra.strip() - if self.options.include_blanks: - for blank, extra in blanks.iteritems(): - card = BlankCard(blank) - cards.append(card) - extras[card.name] = extra - for c in cards: - if c.name not in extras: - print c.name + ' missing from extras' - else: - c.extra = extras[c.name] - - baseactionRE = re.compile("^\s*(\+\d+\s+\w+)(?:[,.;])") - - def add_definition_line(self, card, line): - # Unfortunately, the way things are specified in the old card spec - # format is somewhat haphazard. In particular: - # 1) Sometimes "basic actions", which would be separated on the - # actual card text by separate lines, are instead only separated - # by punctuation ('.', ',', or ';') - # [Example: Intrigue - Courtyard] - # 2) When there is an actual horizontal line drawn on the card, this - # can be represented using either '____' or '-----' - # 3) There are sometimes random blank lines - - # To solve: - - # 1) - # try to figure out if this a 'basic action' like +X Cards or +Y - # Actions - descriptions = [card.description] - while True: - m = self.baseactionRE.match(line, re.UNICODE) - if not m: - break - descriptions.append(m.group(1)) - line = line[m.end():] - - # 2) Standardize on '____' as the format for a divider line - line = line.strip() - if not line.strip('-'): - line = line.replace('-', '_') - - # 3) get rid of blank lines - descriptions.append(line) - descriptions = [x.strip() for x in descriptions] - descriptions = [x for x in descriptions if x] - card.description = u'\n'.join(descriptions) - - def read_card_defs(self, fname, fileobject=None): - cards = [] - f = open(fname) - carddef = re.compile("^\d+\t+(?P[\w\-'/ ]+)\t+(?P[\w ]+)\t+(?P[-\w ]+)\t+\$(?P(\d+(\+|\*)?|\*))( (?P\d)+P)?\t+(?P.*)", # noqa - re.UNICODE) - currentCard = None - for line in f: - line = line.decode('utf-8').strip() - m = carddef.match(line) - if m: - if m.groupdict()["potioncost"]: - potcost = int(m.groupdict()["potioncost"]) - else: - potcost = 0 - currentCard = Card(m.groupdict()["name"].strip(), - m.groupdict()["set"].lower().strip(), - tuple( - [t.strip() for t in m.groupdict()["type"].split("-")]), - m.groupdict()["cost"], - '', - potcost) - self.add_definition_line( - currentCard, m.groupdict()["description"]) - cards.append(currentCard) - elif line: - assert currentCard - self.add_definition_line(currentCard, line) - return cards - def drawSetNames(self, pageCards): # print sets for this page self.canvas.saveState() @@ -875,8 +752,6 @@ class DominionTabs: help="print crop marks on both sides, rather than tab outlines on one") parser.add_option("--linewidth", type="float", default=.1, help="width of lines for card outlines/crop marks") - parser.add_option("--read_json", action="store_true", dest="read_json", - help="read json version of card definitions and extras") parser.add_option("--write_json", action="store_true", dest="write_json", help="write json version of card definitions and extras") parser.add_option("--tabs-only", action="store_true", dest="tabs_only", @@ -1105,21 +980,15 @@ class DominionTabs: TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) pdfmetrics.registerFont( TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - if options.read_json: - print 'reading JSON' - cardfile = codecs.open( - os.path.join(self.filedir, "card_db", options.language, "cards.json"), "r", "utf-8") + + data_dir = os.path.join(self.filedir, "card_db", options.language) + card_db_filepath = os.path.join(data_dir, "cards.json") + with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: cards = json.load(cardfile, object_hook=Card.decode_json) - print 'read {} cards'.format(len(cards)) - else: - cards = self.read_card_defs( - os.path.join(self.filedir, "card_db", options.language, "dominion_cards.txt")) - self.read_card_extras(os.path.join( - self.filedir, "card_db", options.language, "dominion_card_extras.txt"), cards) - DominionTabs.language_mapping = json.load( - codecs.open(os.path.join(self.filedir, "card_db", options.language, "mapping.json"), - "r", - "utf-8")) + + language_mapping_filepath = os.path.join(data_dir, "mapping.json") + with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: + DominionTabs.language_mapping = json.load(mapping_file) baseCards = [ card.name for card in cards if card.cardset.lower() == 'base'] @@ -1134,22 +1003,21 @@ class DominionTabs: if self.options.special_card_groups: # Load the card groups file - card_groups = self.read_card_groups(os.path.join(self.filedir, - "card_db", - options.language, - "card_groups.txt")) - # pull out any cards which are a subcard, and rename the master card - new_cards = [] - all_subcards = [] - for subs in [card_groups[x]["subcards"] for x in card_groups]: - all_subcards += subs - for card in cards: - if card.name in card_groups.keys(): - card.name = card_groups[card.name]["text"] - elif card.name in all_subcards: - continue - new_cards.append(card) - cards = new_cards + card_groups_file = os.path.join(data_dir, "card_groups.json") + with codecs.open(card_groups_file, 'r', 'utf-8') as cardgroup_file: + card_groups = json.load(cardgroup_file) + # pull out any cards which are a subcard, and rename the master card + new_cards = [] + all_subcards = [] + for subs in [card_groups[x]["subcards"] for x in card_groups]: + all_subcards += subs + for card in cards: + if card.name in card_groups.keys(): + card.name = card_groups[card.name]["new_name"] + elif card.name in all_subcards: + continue + new_cards.append(card) + cards = new_cards if self.options.expansions: self.options.expansions = [o.lower() From 7db06e2e1300f6aebf5925037254269fb08d7127 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 14:13:40 -0800 Subject: [PATCH 06/23] copy over english files as start of German version --- card_db/de/card_groups.json | 52 + card_db/de/cards.json | 3325 +++++++++++++++++++++++++++++++++++ card_db/de/mapping.json | 17 + 3 files changed, 3394 insertions(+) create mode 100644 card_db/de/card_groups.json create mode 100644 card_db/de/cards.json create mode 100644 card_db/de/mapping.json diff --git a/card_db/de/card_groups.json b/card_db/de/card_groups.json new file mode 100644 index 0000000..462cb78 --- /dev/null +++ b/card_db/de/card_groups.json @@ -0,0 +1,52 @@ +{ + "Tournament": { + "subcards": [ + "Bag of Gold", + "Diadem", + "Followers", + "Princess", + "Trusty Steed" + ], + "new_name": "Tournament and Prizes" + }, + "Shelters": { + "subcards": [ + "Hovel", + "Overgrown Estate", + "Necropolis" + ], + "new_name": "Shelters" + }, + "Page": { + "subcards": [ + "Treasure Hunter", + "Warrior", + "Hero", + "Champion" + ], + "new_name": "Page -> Champion" + }, + "Peasant": { + "subcards": [ + "Soldier", + "Fugitive", + "Disciple", + "Teacher" + ], + "new_name": "Peasant -> Teacher" + }, + "Hermit \/ Madman": { + "subcards": [ + "Hermit", + "Madman" + ], + "new_name": "Hermit \/ Madman" + }, + "Urchin \/ Mercenary": { + "subcards": [ + "Urchin", + "Mercenary" + ], + "new_name": "Urchin \/ Mercenary" + } +} diff --git a/card_db/de/cards.json b/card_db/de/cards.json new file mode 100644 index 0000000..1bf9c24 --- /dev/null +++ b/card_db/de/cards.json @@ -0,0 +1,3325 @@ +[ + { + "cardset": "dominion", + "cost": "2", + "description": "+1 Action, Discard any number of cards. +1 Card per card discarded.", + "extra": " You can't discard Cellar to itself, since it isn't in your hand any longer when you resolve it. You choose what cards to discard and discard them all at once. You only draw cards after you have discarded. If you have to shuffle to do the drawing, the discarded cards will end up shuffled into your new Deck.", + "name": "Cellar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "Trash up to 4 cards from your hand.", + "extra": " You can't trash the Chapel itself since it isn't in your hand when you resolve it. You could trash a different Chapel card if that card were in your hand.", + "name": "Chapel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "+2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.", + "extra": " An attack card is one that says \"Attack\" on the bottom line (usually, \"Action - Attack\"). When someone else plays an Attack card, you may reveal the Moat by showing it from your hand to the other players and then returning it to your hand (before the Attack card resolves). You are then unaffected by that Attack card. You won't gain a Curse because of a Witch or reveal a card to a Spy, and so on. Moat doesn't stop anything an Attack does to other players or to the player of the Attack; for example, if everyone else Moats a Witch, the person who played it still gets to draw 2 cards. Moat can also be played on your turn as an Action to draw 2 cards.", + "name": "Moat", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+2 Coins, You may immediately put your deck into your discard pile.", + "extra": " You must resolve the Chancellor (decide whether or not to discard your Deck by flipping it into your Discard pile) before doing other things on your turn, like deciding what to buy or playing another Action card. You may not look through your Deck as you discard it.", + "name": "Chancellor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Card, +2 Actions.", + "extra": " If you're playing multiple Villages, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time.", + "name": "Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "+1 Buy, +2 Coins.", + "extra": " During your Buy phase, you may add 2 Coins to the total value of the Treasure cards played, and you may buy an additional card from the Supply.", + "name": "Woodcutter", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "Gain a card costing up to 4 Coins.", + "extra": " The card you gain is put into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you may gain. [You cannot gain cards with Potion in the cost with Workshop.]", + "name": "Workshop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).", + "extra": " If you have no cards left in your Deck when you play this card, the Silver you gain will become the only card in your Deck. Similarly, if another players has no cards in his Deck, the Victory card he puts on top will become the only card in his Deck.", + "name": "Bureaucrat", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash this card. Gain a card costing up to 5 Coins.", + "extra": " The gained card goes into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.", + "name": "Feast", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Variable, Worth 1 for every 10 cards in your deck (rounded down).", + "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 10 cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 39 cards, Gardens is worth 3 victory points. During set-up, place 12 Gardens in the Supply for a 3+ player game and 8 in the Supply for a 2 player game.", + "name": "Gardens", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+2 Coins, Each other player discards down to 3 cards in his hand.", + "extra": " The attacked players discard cards until they have only 3 cards in hand. Players who had 3 or fewer cards in hand when Militia was played do not discard any cards.", + "name": "Militia", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash a Copper from your hand. If you do, +3 Coins.", + "extra": " If you do not have a Copper in your hand to trash, you don't get the +3 Coins to spend in the Buy phase.", + "name": "Moneylender", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.", + "extra": " You cannot trash the Remodel as it isn't in your hand when you resolve it (you can trash a different Remodel card from your hand). If you do not have a card to trash, you cannot gain a card from the Remodel. The gained card goes in your Discard pile. You can only gain cards from the Supply. The gained card need not cost exactly 2 Coins more than the trashed card; it can cost that much or any amount less. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you gain. You can trash a card to gain a copy of the same card.", + "name": "Remodel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+3 Cards.", + "extra": " Draw three cards.", + "name": "Smithy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "+1 Card, +1 Action, Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.", + "extra": " Spy causes all players, including the one who played it, to reveal the top card of their Deck. Note that you draw your card for playing Spy before any cards are revealed. Anyone who does not have any cards left in their Deck shuffles in order to have something to reveal. Anyone who still has no cards to reveal doesn't reveal one. If players care about the order in which things happen for this, you do yourself first, then each other player in turn order. Revealed cards that aren't discarded are returned to the top of their players' Decks.", + "name": "Spy", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.", + "extra": " A player with just one card left revealed that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards, and then you gain any of the trashed cards that you want. You can only take Treasures just trashed - not ones trashed on previous turns. You can take none of them, all of them, or anything in between. Put the Treasures you decided to gain into your Discard pile. The ones you choose not to gain stay in the Trash pile.", + "name": "Thief", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "4", + "description": "Choose an Action card in your hand. Play it twice.", + "extra": " You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have. You completely resolve playing the Action the first time before playing it the second time. If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times. If you Throne Room a card that gives you +1 Action, such as Market, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused! You cannot play any other Actions in between playing the Throne Roomed Action twice.", + "name": "Throne Room", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+4 Cards, +1 Buy, Each other player draws a card.", + "extra": " The other players must draw a card whether they want to or not. All players should shuffle as necessary.", + "name": "Council Room", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Actions, +1 Buy, +2 Coins.", + "extra": " If you are playing multiple Festivals, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time (i.e. \"I'm playing the Festival and now have two Actions remaining. I play a Market and have two Actions remaining. I play another Festival and now have three actions remaining...).", + "name": "Festival", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Cards, +1 Action.", + "extra": " Draw two cards. You may play another Action card during your Action phase.", + "name": "Laboratory", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.", + "extra": " If you have to shuffle in the middle, the set-aside cards are not shuffled into the new Deck. They will be discarded when you have finished drawing cards. If you run out of cards even after shuffling, you just get however many there were. You are not obligated to set aside Actions - you just have the option to do so. If you have 7 or more cards in hand after you play the Library, you don't draw any cards.", + "name": "Library", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+1 Card, +1 Action, +1 Buy, +1 Coin.", + "extra": " Draw a card. You may play another Action card during your Actions phase. During your Buy phase, you may buy an additional card from the supply, and add one coin to the total value of the Treasure cards played.", + "name": "Market", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.", + "extra": " Generally, you can trash a Copper card and gain a Silver, or trash a Silver card and gain a Gold. However, you could also trash a Treasure to gain the same Treasure or a cheaper one. The gained card goes in your hand; thus, you can spend it the same turn. If you don't have a Treasure card in your hand to trash, you can't gain anything.", + "name": "Mine", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "+2 Cards, Each other player gains a Curse card.", + "extra": " If there aren't enough Curses left to go around when you play the Witch, you deal them out in turn order - starting with the player after you. If you play Witch with no Curses remaining, you will still draw 2 cards. A player gaining a Curse puts it face-up into his Discard pile.", + "name": "Witch", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dominion", + "cost": "6", + "description": "Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.", + "extra": " If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards. If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.", + "name": "Adventurer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "+3 Card, Put a card from your hand on top of your deck.", + "extra": " You draw cards and add them to your hand before putting one back. The card you put on top of your deck can be any card in your new hand and doesn't have to be one of the 3 you just drew.", + "name": "Courtyard", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).", + "extra": " First pick any 2 of the 4 options. You cannot pick the same option twice. After picking both, do both, in either order. You may not choose to draw a card, look at the card drawn, and then make your second choice.", + "name": "Pawn", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.", + "extra": " When you play this as an Action on your turn, you first discard any number of cards from your hand, then get 1 coin per card you discarded. You may choose to discard zero cards, but then you will get zero additional coins. The other ability does nothing at that time as it is only used as a Reaction. When someone else plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first you draw 2 cards, then you put at 2 cards from your hand on top of your deck (in any order). The cards you put back do not have to be the ones you drew. You can put Secret Chamber itself on top of your deck; it's still on your hand when you reveal it. Revealing Secret Chamber happens prior to resolving what an Attack does to you. For example, if another player plays Thief, you can reveal Secret Chamber, draw 2 cards, put 2 back, and then you resolve getting hit by the Thief. You can reveal Secret Chamber whenever another player plays an Attack card, even if that Attack would not affect you. Also, you can reveal more than one Reaction card in response to an Attack. For example, after revealing the Secret Chamber in response to an Attack and resolving the effect of the Secret Chamber, you can still reveal a Moat to avoid the Attack completely.", + "name": "Secret Chamber", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+1 Card, +1 Action, 1 ", + "extra": " This is both an Action card and a Victory card. When you play it, you draw a card and may play another Action. At the end of the game, it's worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Great Hall", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Card, Each player passes a card in their hand to the player on their left. You may trash a card from your hand.", + "extra": " First you draw 2 cards. Next, each player (all at the same time) chooses a card from his hand and places it face down on the table between him and the player to his left. The player to the left then puts that card into his hand. Cards are passed simultaneously, so you may not look at the card you are receiving until you have chosen a card to pass. Finally, you may trash a card from your hand. Only the player who played Masquerade may trash a card. This is not an Attack and cannot be responded to with Moat or Secret Chamber.", + "name": "Masquerade", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards.", + "extra": " You get 2 more Actions to use no matter what else happens. Then you must reveal your hand. If you have no Action cards in hand, you draw 2 cards. If the first card you draw is an Action card, you still draw the second card. Action - Victory cards are Action cards.", + "name": "Shanty Town", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.", + "extra": " If you choose to trash 2 cards and have 2 or more cards in your hand after playing the Steward, then you must trash exactly 2 cards. You may choose to trash 2 cards, even if you only have 1 card left in your hand after playing the Steward; just trash the remaining card in your hand. You cannot mix and match - you either draw 2 cards, get 2 coins, or trash 2 cards.", + "name": "Steward", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose.", + "extra": " A player with no cards left in his Deck shuffles first; a player who still has no cards does not trash a card or gain a card. If the order matters (such as when piles are running low), resolve Swindler in turn order starting with the player to your left. Gained cards go to discard piles. If a player trashed a 0-cost card such as Copper, you may choose to give him Curse (if there are any left). You can give a player another copy of the same card he trashed. The gained cards have to be ones from the Supply, and you have to pick a card that's left if you can (you cannot pick an empty pile). If there are no cards in the Supply with the same cost as a given player's trashed card, no card is gained by that player. A player who Moats this does not reveal a card from his deck, and so neither trashes a card nor gains a card.", + "name": "Swindler", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "+1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.", + "extra": " First you draw your card. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card in your hand. If you do not name the right card, you put the revealed card back on top.", + "name": "Wishing Well", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.", + "extra": " You are never obligated to discard an Estate, even if you have one in your hand. However, if you do not discard an Estate, you must gain an Estate (if there are any left); you cannot choose to just get +1 Buy from this Card.", + "name": "Baron", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.", + "extra": " Costs are 1 coin lower for all purposes. For example, if you played Village, then Bridge, then Workshop, you could use Workshop to gain a Duchy (because Duchy now costs 4 Coins due to the Bridge). Then if you played 3 Coins, you could buy a Silver (for 2 Coins) and an Estate (for 1 coin). Cards in players' decks are also affected. The effect is cumulative; if you Throne Room a Bridge, all cards will cost 2 Coins less this turn. Costs never go below 0 Coins. For this reason, if you play Bridge and then play Upgrade, you could trash a Copper (which still costs zero, even though you played Bridge) and gain a Pawn (which costs 1 after Bridge is played).", + "name": "Bridge", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.", + "extra": " You evaluate whether or not Conspirator gives you +1 Card and +1 Action when you play it. Action cards played later in the turn do not change this evaluation. For the purposes of counting actions, if you Throne Room an Action, that's one Action of the Throne Room, one for the selected Action played the first time, and one for the selected Action played the second time. For example, if you play Throne Room on Conspirator, the first conspirator will be your second Action, and won't give you +1 Card or +1 Action, but the second Conspirator will be your third Action, and you will get +1 Card and +1 Action for that second Conspirator. Action - Victory cards are Actions.", + "name": "Conspirator", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "Copper produces an extra 1 Coin this turn.", + "extra": " This just changes how much money you get when playing Copper. The effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you play that turn will produce 3 coins.", + "name": "Coppersmith", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.", + "extra": " The card you gain must be from the Supply and is put into your discard pile. You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). Costs of cards are affected by Bridge. [You cannot gain a card with Potion in the cost with Ironworks.]", + "name": "Ironworks", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins.", + "extra": " You must decide whether or not to trash Mining Village or not before moving on to other actions or other phases. You get a card and +2 Actions, whether you choose to trash it or not. If you trash it you also get +2 Coins. If you Throne Room a Mining Village, you cannot trash Mining Village twice. You will get +1 Card, +2 Actions, and +2 Coins the first time you play it and trash it and when you play it the second time with the Throne Room you get +1 Card and +2 Actions but cannot trash it again.", + "name": "Mining Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "4", + "description": "+1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.", + "extra": " If there are fewer than 4 cards left in your deck, reveal all the cards in your deck, shuffle your discard pile (which does not include currently revealed cards), and then reveal the remainder needed. Action - Victory cards are Victory cards. Curse cards are not Victory cards. Take all revealed Victory cards into your hand; you cannot choose to leave some on top. You do not have to reveal the order that you put the cards back in.", + "name": "Scout", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Worth 1 per Duchy you have.", + "extra": " This does nothing until the end of the game, at which time it's worth 1 VP per Duchy you have. This counts all of your cards - your Discard pile and hand are part of your Deck at that point. During set-up, place 12 Dukes in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Duke", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.", + "extra": " You get +1 Action whichever option you choose. The options are +2 coins, or everything after that - discarding, drawing 4 cards, and other players discarding and drawing. A player who Moats this neither discards nor draws. Other players are only affected by this if they have 5 or more cards in hand. Other players can use Secret Chamber when you play Minion even if they do not have 5 or more cards in hand. [You make your choice on how to use Minion after other players are done revealing Reactions.]", + "name": "Minion", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.", + "extra": " Each other player turns over the top cards of his deck until he reveals one costing 3 coins or more. If a player needs to shuffle to continue revealing cards, he does not shuffle in the already revealed cards. If he goes through all of his cards without finding a card costing 3 coins or more, he just discards everything revealed and is done. If he does find a card costing 3 coins or more, he trashes it, and then may choose to gain a card costing at most 2 coins less than the trashed card. For example, if he trashed a card costing 5 coins, he may gain a card costing up to 3 coins. The gained card must be from the Supply and is put into his discard pile, as are his revealed cards. Costs of cards are affected by Bridge.", + "name": "Saboteur", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.", + "extra": " Each other player chooses which option to suffer and then suffers it. A player can choose to gain a Curse even when there are no Curses left, in which case he doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in hand or one card in hand (if he has one card, he discards that single card). Gained Curses go to the players' hands rather than their discard piles. If there aren't enough Curses left for everybody, deal them around in turn order starting with the player to your left. When the order matters (such as with very few Curses left), each player makes his decision of which fate to suffer in turn order.", + "name": "Torturer", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.", + "extra": " If you have 2 or more cards, you must trash exactly 2 cards and gain a Silver card. The gained Silver card goes into your hand and can be spent the same turn. If the Silver pile is empty, you do not gain a Silver card (but still trash cards if possible). If you only have one card left in your hand and you play Trading Post, you trash the one remaining card but you do not gain a Silver. If you have no cards left when you play this, nothing happens.", + "name": "Trading Post", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.", + "extra": " If the player after you has fewer than 2 cards left in his deck, he reveals all the cards in his deck, shuffles his discard pile (which does not include currently revealed cards), and then reveals the remainder needed. The player then discards the revealed cards. If the player after you does not have enough cards to reveal 2, he reveals what he can. You get bonuses for the types of cards revealed, counting only the different cards. A card with 2 types gives you both bonuses. So if the player to your left reveals Copper and Harem, you get +4 Coins and +2 cards; if he reveals 2 Silvers, you just get +2 coins. Curse produces no bonus.", + "name": "Tribute", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "+1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.", + "extra": " Draw a card first. Then, you must trash a card from your hand and gain a card costing exactly 1 coin more than the trashed card. The gained card has to be a card in the Supply, and it goes into your discard pile. If there are no cards available for that cost, you do not get one (you still trashed a card though). If you do not have a card in your hand to trash, you neither trash nor gain a card. Card costs are affected by Bridge. Since Bridge affects the costs of the card you trash and then card you gain, in most cases the Bridge will have no net effect. But since cards cannot go below zero in cost, a Bridge played before an Upgrade would allow you to trash a Copper and gain an Estate.", + "name": "Upgrade", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "intrigue", + "cost": "6", + "description": "Worth 2 Coins, 2 ", + "extra": " This is both a Treasure card and a Victory card. You can play it for 2 coins, just like a Silver card. At the end of the game, it's worth 2 VP. During set-up, place 12 Harems in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Harem", + "potcost": 0, + "types": [ + "Treasure", + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "6", + "description": "2 \nChoose one: +3 Cards, or +2 Actions.", + "extra": " This is both an Action card and a Victory card. When you play it, you choose either to draw 3 cards or to get 2 more Actions to use; you cannot mix and match. At the end of the game, this is worth 2 VP. During set-up, place 12 Nobles in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", + "name": "Nobles", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.", + "extra": " You can pick any pile in the supply. If multiple Embargo cards are used to put Embargo tokens on the same pile, a player gains a Curse card for every Embargo token when they buy a card from that pile. You do not gain a Curse card if you gain a card from an Embargoed pile without buying it (for example, if you gain a card with Smugglers). If you Throne Room an Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile. If you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles. If there are no Curses left, Embargo tokens do nothing.", + "name": "Embargo", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.", + "extra": " First draw a card; then choose a card from your hand and set it aside, face down. Put the set aside card on the Haven, to remind you what it's for. Other players don't get to see what you put down. You have to set aside a card; it's not optional. Haven and the card stay there until the start of your next turn, at which point you put the set aside card into your hand. Haven itself is discarded during the Clean-up phase of that subsequent turn.", + "name": "Haven", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.", + "extra": " You get an action and a coin this turn, but only a coin next turn. Attack cards played by other players don't affect you, even if you want them to. You could reveal Secret Chamber in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card. You do still gain the benefits (like +Cards) of Attack cards you play on your turn. Lighthouse is discarded during the Cleanup phase of your next turn.", + "name": "Lighthouse", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.", + "extra": " When you first gain one of these, take a Native Village player mat to put cards from this on. When you play Native Village, either take all of the set aside cards from your Native Village player mat and put them into your hand, or set aside the top card of your deck face down (shuffling first if needed) on the Native Village player mat. You may choose either option even if you have no cards on your mat or no cards in your deck. You may look at the cards on your Native Village player mat at any time. At the end of the game, any cards still on your mat return to your deck for scoring. Native Village itself does not get set aside; it goes to your discard pile during the Clean-up phase.", + "name": "Native Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "2", + "description": "+1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top.", + "extra": " Draw a card before you look at the bottom card of your deck. If placing the card on top of your deck, be sure not to look at the next card on the bottom of your deck while moving the card. If you have no cards left when it's time to look at the bottom, you shuffle first.", + "name": "Pearl Diver", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.", + "extra": " First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.", + "name": "Ambassador", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin.", + "extra": " You get a coin to spend and 2 more Actions to use this turn. At the start of your next turn you get a coin and only one more Action. This means you will be able to play 2 Actions total on your next turn (counting your normal Action). Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Fishing Village", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.", + "extra": " If you do not have 3 cards to look at from the top of your deck, look at as many as you can and then shuffle your discard pile to look at the remaining cards. You should look at all 3 cards before deciding which to trash, which card to discard, and which card to put back on top of your deck. If the 3 cards you look at are the last 3 cards in your deck, the card you put back on top of your deck will be the only card left in your deck. If you have less than 3 cards to look at, even after shuffling, then you must follow the instructions on the card in order. If you only have one card to look at, you must trash it. If you have 2 cards to look at, you must trash one and discard one.", + "name": "Lookout", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.", + "extra": " This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row. If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing. If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of. Gained cards must come from the supply. They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers. If the previous player gained a card via Black Market, you will not be able to gain a copy of it (no copies of it in the supply.) This is not an Attack; Lighthouse and Moat can't stop it. You cannot gain cards with Potion in the cost with Smugglers.", + "name": "Smugglers", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "3", + "description": "+3 Card, +1 Action, Discard 3 cards.", + "extra": " If you do not have 3 cards to draw in your deck, draw as many as you can, shuffle your discard pile, and draw the remaining cards. If you are still not able to draw 3 cards, draw as many as you can. You will still need to discard 3 cards if you can, even if you couldn't draw 3. You may discard any combination of cards that you just drew with the Warehouse or cards that were previously in your hand.", + "name": "Warehouse", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Card, +1 Action\nAt the start of your next turn, +1 Card.", + "extra": " Draw a card at the start of your next turn (not before); Caravan itself is discarded during the Cleanup phase of that subsequent turn.", + "name": "Caravan", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper).", + "extra": " Other players must discard one and only one Copper. If they do not have a Copper, they must reveal their hand for all players to see.", + "name": "Cutpurse", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Set aside this and another card from your hand. Return them to your deck at the end of the game. 2 VP", + "extra": " When you first take this card, take an Island player mat. Island is both an Action card and a Victory card. Use 8 Islands in a 2 player game, 12 Islands in a 3+ player game. Island and the card set aside with it are set aside face up on the Island player mat provided. They should not be shuffled back into your deck when you shuffle your discard pile. They are returned to your deck at the end of the game in order to calculate total victory points. Island is worth 2 VP. If you have no other cards in hand when you play Island, just set Island aside by itself. If you Throne Room an Island, set aside the Island and a card from your hand, then set aside another card from your hand. You may look through the cards on your Island playing mat and other players may ask to see them as well.", + "name": "Island", + "potcost": 0, + "types": [ + "Action", + "Victory" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.", + "extra": " You discard all 5 cards or none of them. If you don't discard them, put them back in any order. If there aren't 5 cards left in your deck, look at as many as you can, then shuffle your discard pile (not including the cards you are currently looking at), and look at the rest. If there still aren't 5, you just look at however many are left, and put them back or discard them.", + "name": "Navigator", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.", + "extra": " When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]", + "name": "Pirate Ship", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "+1 Buy, Trash a card from your hand. +Coins equal to its cost.", + "extra": " If you have at least one card in your hand, then you must trash one. If you don't have a card in hand left to trash, you get no coins, but still get the +1 Buy.", + "name": "Salvager", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.", + "extra": " A player with no cards left in his deck shuffles first in order to get a card to discard. If he still has no cards, he doesn't discard one. A player discarding his last card to this has the gained Curse become the only card in his deck. If there aren't enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who played Sea Hag.", + "name": "Sea Hag", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "4", + "description": "Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.", + "extra": " You can play this without another Treasure Map in your hand; if you do, you trash this and gain nothing. You have to actually trash two copies of Treasure Map to gain the Golds; so for example if you Throne Room a Treasure Map, with two more Treasure Maps in hand, then the first time Treasure Map resolves you trash it and another one and gain 4 Golds, and the second time it resolves you trash your other Treasure Map but gain nothing (since you didn't actually trash the played Treasure Map that time). If there aren't enough Gold cards left, just gain what you can. The gained Golds go on top of your Deck. If your deck was empty they become the only cards in it.", + "name": "Treasure Map", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Card, +2 Actions, +1 Coin.", + "extra": " You draw a card, get 2 more Actions to use, and get 1 more coin to spend this turn.", + "name": "Bazaar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.", + "extra": " You don't have to reveal a Province if you have one. If you do reveal one you gain a Gold, otherwise you gain a Silver. The gained card comes from the supply and is put into your hard; it can be spent the same turn.", + "name": "Explorer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.", + "extra": " The other players choose which cards they put on their decks and in what order. This has no effect on another player who already has only 3 cards in hand. A player with no cards left in their deck does not shuffle; the cards put back become the only cards in their deck.", + "name": "Ghost Ship", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Now and at the start of your next turn: +2 Coins.", + "extra": " You get 2 coins to spend this turn, and 2 more on your next turn. Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Merchant Ship", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.", + "extra": " The extra turn is completely normal except that your starting hand for it is only 3 cards. This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost. Leave Outpost in front of you until the end of the extra turn. If you play Outpost as well as a \"Now and at the start of your next turn\" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then. If you manage to play Outpost twice in one turn, you will still only get one extra turn. If you play Outpost during an extra turn, it won't give you another turn.", + "name": "Outpost", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.", + "extra": " You wait until the start of your next turn to draw the 5 extra cards; you don't draw them at the end of the turn you played Tactician. Tactician stays out in front of you until the Clean-up phase of your next turn. Because you must discard at least one card in order to gain the bonuses from tactician, it is not possible to Throne Room a Tactician to get +10 cards, +2 Buys, and +2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing or the extra Buy or the extra Action when you play Tactician for the second time.", + "name": "Tactician", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "+1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.", + "extra": " If you buy multiple cards and at least one of them is a Victory card, then none of your Treasuries can be put on top of your deck. If you played multiple Treasuries and did not buy a Victory card this turn, then you can put any or all of the played Treasuries on top of your deck. If you forget and discard a Treasury to your discard pile, then essentially you have chosen not to use the optional ability. You may not dig through your discard pile to retrieve it later. Gaining a Victory card without buying it, such as with Smugglers, does not stop you from putting Treasury on top of your deck.", + "name": "Treasury", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "seaside", + "cost": "5", + "description": "Now and at the start of your next turn: +2 Cards, +1 Buy.", + "extra": " You draw 2 cards and get an extra Buy this turn, and then draw 2 more cards and get another extra Buy at the start of your next turn. You don't draw your extra 2 cards for the next turn until that turn actually starts. Leave this in front of you until the Clean-up phase of your next turn.", + "name": "Wharf", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "alchemy", + "cost": "0", + "description": "Trash a card from your hand. If it is an...\nAction card, gain a Duchy\nTreasure card, gain a Transmute\nVictory card, gain a Gold", + "extra": " If you have no cards left in hand to trash, you do not get anything. If you trash a Curse to this, you do not get anything - Curse is not an Action card or Victory card or Treasure card. If you trash a card with more than one type, you get each applicable thing. For example, if you trash an Action-Victory card (such as Nobles, from Intrigue), you gain both a Duchy and a Gold. Gained cards come from the Supply and go to your discard pile. If there are no appropriate cards left to gain, you don't gain those cards.", + "name": "Transmute", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "0", + "description": "Worth 1 for every 3 Action cards in your deck (rounded down).", + "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 3 Action cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 11 Action cards, Vineyard is worth 3 victory points. During set-up, put all 12 Vineyards in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Action, are Actions and so are counted by Vineyard.", + "name": "Vineyard", + "potcost": 1, + "types": [ + "Victory" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Card\n+1 Action\nReveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.", + "extra": " You draw a card first. Then reveal the top four cards, put the Coppers and Potions into your hand, and put the rest back on top of your deck. If there aren't four cards left in your deck, reveal what you can and shuffle to get the rest. If there still aren't enough cards, just reveal what there is. Any cards that are not Copper and are not Potion go back on top of your deck in an order your choose. You cannot choose not to take all of the Coppers and Potions. If after revealing four cards there are no cards left in your deck, the cards you put back will become the only cards in your deck.", + "name": "Apothecary", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Buy\n+1 Coin\nWhen you discard this from play, you may put one of your Treasures from play on top of your deck.", + "extra": " You get an extra coin to spend this turn, and may buy an additional card in your Buy phase. When you discard this from play (usually during Clean-up), you may choose a Treasure card you have in play, and put that card on your deck. If you have no cards in your deck, that Treasure will become the only card in your deck. You choose what order to discard cards during Clean-up; so, for example, if you have Herbalist, Potion, and Alchemist in play, you could choose to discard Alchemist first, putting it on top of your deck, then discard Herbalist, and put Potion on top of your deck. If you have multiple Herbalists in play, each one will let you put another Treasure from play onto your deck.", + "name": "Herbalist", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+1 Action\nEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.\nPut all of your revealed cards into your hand.", + "extra": " First you reveal the top card of each player's deck, and either have them discard it or have them put it back. After you finish making those decisions, reveal cards from the top of your deck until you reveal a card that isn't an Action card. If you run out of cards without revealing an Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there. Put all of the revealed Action cards into your hand, plus that first non-Action you revealed. If the very first card you revealed was not an Action, that card goes into your hand. Cards with multiple types, one of which is Action, are Actions. The only cards that go into your hand are the ones revealed as part of the revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.", + "name": "Scrying Pool", + "potcost": 1, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "alchemy", + "cost": "2", + "description": "+2 Actions\nYou may gain an Action card costing up to 5 Coins.", + "extra": " Gaining an Action card is optional. If you choose to gain one, it comes from the Supply, must cost no more than 5 coins, and goes to your discard pile. Cards with multiple types, one of which is Action, are Actions and can be gained this way. Cards with Potion in their cost can't be gained by this.", + "name": "University", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "+2 Cards\n+1 Action\nWhen you discard this from play, you may put this on top of your deck if you have a Potion in play.", + "extra": " When you play this, you draw two cards and may play an additional Action card this turn. In the Clean-up Phase, when you discard this, if you have at least one Potion card in play, you may put Alchemist on top of your deck. This is optional and happens before drawing your new hand. If you have no cards in your deck when you do this, Alchemist becomes the only card in your deck. If you have multiple Alchemists and a Potion, you can put any or all of the Alchemists on top of your deck. You don't have to have used the Potion to buy anything, you only need to have played it.", + "name": "Alchemist", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "+1 Card\n+1 Action\nEach other player gains a curse.", + "extra": " If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left. If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action. A player gaining a Curse puts it face-up into his Discard pile.", + "name": "Familiar", + "potcost": 1, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "alchemy", + "cost": "3", + "description": "When you play this, count your deck and discard pile.\nWorth 1 Coin per 5 cards total between them (rounded down).", + "extra": " This is a Treasure card. It is a Kingdom card; it will only be in games where it is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to be one of them. It is played during your Buy phase, like other Treasure cards. When you play it, count the number of cards in your deck and discard pile combined, divide by 5, and round down. That is how many coins this produces for you. Once played, the amount of coins you get does not change even if the number of cards changes later in the turn. The next time you play it, count again. If you play multiple copies, obviously the number will be the same for all of them. It does not matter what order your discard pile is in, but the order your deck is in matters. Do not change that order while counting! You will get to look through your discard pile as you count it. You only get to count your deck and discard pile, not your hand or cards in play or set aside cards. You cannot play more Treasures after buying something in your buy phrase; so for example you cannot buy a card, then play Philosopher's Stone, then buy another card.", + "name": "Philosopher's Stone", + "potcost": 1, + "types": [ + "Treasure" + ] + }, + { + "cardset": "alchemy", + "cost": "4", + "description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.\nDiscard the other cards, then play the Action cards in either order.", + "extra": " Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem. If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue. If you run out and have no discard pile left either, you just get the Actions you found. Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done. If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them. These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is Throne Room (from Dominion), you cannot use it on the other one.", + "name": "Golem", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "5", + "description": "+1 Action\nTrash a card from your hand.\n+1 Card per Coin it costs.\n+2 Cards if it has Potion in its cost.", + "extra": " If you do not have any cards left in hand to trash, you do not draw any cards. If you trash a card costing 0 coins, such as Curse or Copper, you do not draw any cards. Otherwise you draw a card per Coin the card you trashed cost, and another two cards if it had Potion in its cost. For example, if you trash a Golem, which costs 4 Coins and 1 Potion, you draw 6 cards.", + "name": "Apprentice", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "6", + "description": "The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.", + "extra": " You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering card interactions - the \"you\" in all cards still refers to the player being Possessed, not the player doing the Possessing. Possession has several pieces to it: -You can see the Possessed player's cards for the entire turn, which means you will see his next hand during Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at cards he has set aside with Native Village (from Seaside). You can count any cards he can count. -Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship). [Continued on blank tab]", + "name": "Possession", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "alchemy", + "cost": "6", + "description": "-During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned.\n-If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed.\n-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.\n-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally.", + "extra": " -Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player game, then after the Possession turn, that player still gets his normal turn. If he played Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to his left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost. -Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn you played it. ", + "name": "Possession 2/2", + "potcost": 1, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.", + "extra": " This is a Treasure worth 1 coin, like Copper. When you play it, you reveal cards from the top of your deck until revealing a Treasure card, and then you decide whether to trash that card or discard it. Then you discard all of the other revealed cards. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. Remember that you can play Treasures in any order in the Buy phase and can choose not to play some of your Treasures if you want.", + "name": "Loan", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "+1 Buy\n+1 Coin per token on the Trade Route mat.\nTrash a card from your hand.\n______________________\nSetup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.", + "extra": " You get an additional Buy to use in your Buy phase. You get +1 coin per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as +1 coin per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Intrigue card Harem, and so far Harem and Duchy have been bought, but no one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes 2 coins. It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.", + "name": "Trade Route", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "3", + "description": "Draw until you have 6 cards in hand.\n______________________\nWhen you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.", + "extra": " When you play this, you draw cards one at a time until you have 6 cards in hand. If you have 6 or more cards in hand already, you do not draw any cards. When you gain a card, even on someone else's turn, you may reveal Watchtower from your hand, to either trash the gained card or put it on top of your deck. You may reveal Watchtower each time you gain a card; for example if another player plays Mountebank, you may use Watchtower to trash both the Curse and Copper, or to trash the Curse and put the Copper on top of your deck, or just to trash the Curse, and so on. You still did gain whatever card you gained; you just immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower on your own turn as well, for example when buying a card, or gaining a card via something like Expand. If you use Watchtower to put a card on your deck but have no cards left in your deck, you do not shuffle; the gained card becomes the only card in your deck. Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are gained during a Possession turn (from Alchemy), the player who played Possession is the one who can use Watchtower, not the player who is being possessed. If a gained card is going somewhere other than to your discard pile, such as a card gained with Mine (from Dominion), you can still use Watchtower to trash it or put it on your deck.", + "name": "Watchtower", + "potcost": 0, + "types": [ + "Reaction" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+1 Coin\n+1 \nTrash a card from your hand. + equal to half its cost in coins, rounded down.\nEach other player may trash a card from his hand.", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] Trashing a card is optional for the other players but mandatory for you. You trash a card, then each other player may trash a card, in turn order. Only the player who played Bishop can get VP tokens from it. Potion in costs is ignored, for example if you trash Golem (from Alchemy) which costs 4 coins 1 potion, you get 3 VP tokens total (counting the 1 VP you always get from Bishop). If you have no cards left in your hand to trash, you still get the 1 coin and 1 VP token.", + "name": "Bishop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+2 Coins; +1 ", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.]", + "name": "Monument", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "Worth 1 Coin.\n______________________\nWhile this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.", + "extra": " This is a Treasure worth 1 coin, like Copper. While it is in play, Action cards cost 2 coins less, to a minimum of 0 coins. It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost 3 coins, rather than the usual 7 coins. It affects the costs of cards that are Actions plus another type, such as Nobles (an Action - Victory card in Intrigue). It is also cumulative with other effects that modify costs; if you play Worker's Village in your Action phase, then two Quarries in your Buy phase, Peddler will cost 2 coins. It affects the costs of cards everywhere, such as cards in players' hands.", + "name": "Quarry", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "Worth 1 Coin.\n______________________\nWhile this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.", + "extra": " This is a Treasure worth 1 coin, like Copper. Each time you buy a non-Victory card costing 4 coins or less with this in play, you gain another copy of the bought card. If there are no copies left, you do not gain one. The gained card comes from the Supply and goes into your discard pile. If you have multiple Talismans, you gain an additional copy for each one; if you buy multiple cards for 4 coins or less, Talisman applies to each one. For example if you have two Talismans, four Coppers, and two Buys, you could Buy Silver and Trade Route, gaining two more Silvers and two more Trade Routes. Talisman only affects buying cards; it does not work on cards gained other ways, such as with Expand. A card if a Victory card if Victory is any of its types; for example Great Hall from Intrigue is an Action - Victory card, so it is a Victory card. Talisman only cares about the cost of the card when you buy it, not its normal cost; so for example it can get you a Peddler if you have played two Actions this turn, thus lowering Peddler's cost to 4 coins, or can get you a Grand Market if you played Quarry. [You may not choose to not gain the additional card from Talisman; you must gain an additional one for each Talisman in play if possible.]", + "name": "Talisman", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "4", + "description": "+1 Card\n+2 Actions\n+1 Buy", + "extra": " You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.", + "name": "Worker's Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+1 Card\n+2 Actions\nIf there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.", + "extra": " You draw a card and can play two more Actions no matter what. If there is just one empty pile in the Supply, you also draw another card. If there are two or more empty piles, you both draw another card, and get 1 coin to spend and an extra Buy to use in the Buy phase. There are no further bonuses if three or more piles are empty. This only checks how many piles are empty when you play it; if piles become empty later in the turn, you do not go back and get the bonuses. If a pile stops being empty due to cards being returned to it, such as with the Seaside card Ambassador, Cities played after that will not count that pile as empty. An empty trash pile does not count for this.", + "name": "City", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 3 Coins.\n+1 Buy\nWhen you play this, the player to your left names a card. You can't buy that card this turn.", + "extra": " This is a Treasure worth 3 coins, like Gold. When you play it, you get +1 Buy, the player to your left names a card, and you cannot buy the named card this turn. This does not stop you from gaining the card in ways other than buying it (such as via Hoard). He does not have to name a card in the Supply. If you play multiple Contrabands in one turn, the player to your left names a card each time; if he names different cards, you cannot buy any of the named cards this turn. You can play Treasures in any order, and you resolve this ability right when you play it, before playing any further Treasure cards. Note that once you buy a card in the Buy phase, you cannot play more Treasures. The number of cards left in a player's hand is public information; you can ask whenever you want to know it (for example, when that player plays Contraband).", + "name": "Contraband", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.", + "extra": " This card lets you look through your discard pile, something you normally are not allowed to do. You only get to look through your discard pile when you play this. You do not have to show the other players your entire discard pile, just the Coppers you take out. After you take out the Coppers, you can leave the cards in your discard pile in any order.", + "name": "Counting House", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "You may reveal a Treasure card from your hand. Gain a copy of it.\n______________________\nWhen you buy this, trash all Treasures you have in play.", + "extra": " When you buy this, you trash all of your Treasure cards in play. You do not trash Treasure cards in your hand or elsewhere; just the ones in play, if any. If you buy multiple cards in a turn, trash your Treasures right when you buy Mint; you still have any leftover coins they produced for spending on something else. Remember you do not have to play all of the Treasures from your hand each turn (just all the ones you want producing money for you). You do not get additional chances to play Treasure cards between buys in the Buy phase; first you play Treasures, then you buy cards. When you play Mint, you reveal a Treasure card from your hand and gain a copy of it from the Supply. The gained card goes into your discard pile. The revealed card stays in your hand. The Treasure card can also have other types, like Harem (from Intrigue). If you buy a Mint and use Watchtower to put it on top of your deck or trash it, you still trash all of your Treasures from play. However, if you buy a Mint with Royal Seal in play, the Royal Seal will be gone before you can use it to put Mint on your deck.", + "name": "Mint", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+2 Coins\nEach other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.", + "extra": " This hits the other players in turn order when that matters (such as when the Curse or Copper pile is low). Each of the other players in turn chooses whether or not to discard a Curse card from his hand, and if he does not, gains a Curse and a Copper from the Supply, putting them into his discard pile. If either the Curse or Copper pile is empty, he still gains the other one. If both are empty, he does not gain either, but can still discard Curse if he wants to. A player using Moat (from Dominion) on this may not discard a Curse, and doesn't gain a Curse or Copper - you cannot Moat just part of the attack. A player using Watchtower on this can use it just to trash the Curse, just to trash the Copper, or to trash both.", + "name": "Mountebank", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+3 Cards\nEach other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.", + "extra": " The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards. They discard revealed Treasures and Actions and put the rest back on top in whatever order they want. Cards with more than one type match all of their types; for example if a player reveals Nobles from Intrigue, it is an Action - Victory card, which means it is an Action, so he discards it.", + "name": "Rabble", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you gain a card, you may put that card on top of your deck.", + "extra": " This is a Treasure worth 2 coins, like Silver. 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. If you use this ability and there are no cards left in your deck, you do not shuffle; the card you gained becomes the only card in your deck. Royal Seal applies to all cards you gain while it is in play, whether bought or gained other ways. If you play the Alchemy card Possession, and during the extra turn you have the possessed played play Royal Seal, he cannot put the card on his deck - he is not gaining the card, you are.", + "name": "Royal Seal", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "+2 Cards\nDiscard any number of cards. +1 Coin per card discarded.\nEach other player may discard 2 cards. If he does, he draws a card.", + "extra": " \"Any number\" includes zero. You draw cards first; you can discard the cards you just drew. Each other player chooses whether or not to discard 2 cards, then discards 2 cards if he chose to, then draws a card if he did discard 2 cards. If one of the other players has just one card, he can choose to discard it, but will not draw a card. Another player who discards but then has no cards left to draw shuffles in the discards before drawing.", + "name": "Vault", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "5", + "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.", + "extra": " This is a Treasure card worth 1 coin, like Copper. When you play it, you reveal cards from your deck until revealing a Treasure card. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. If you do find a Treasure, discard the other cards and play the Treasure. If that Treasure does something when played, do that something. For example if Venture finds you another Venture, you reveal cards again. Remember that you choose what order to play Treasure cards; for example if you have both Venture and Loan in hand, you can play either one first.", + "name": "Venture", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "+1 Buy\n+2 Coins\nEach other player discards down to 3 cards in hand.\n______________________\nWhile this is in play, when you buy a card, +1 .", + "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] You get 1 VP token for each card you buy, but do not get a VP token for gaining a card some other way. Multiple copies of Goons are cumulative; if you have two Goons in play and buy a Silver, you get 2 VP tokens. However if you King's Court a Goons, despite having played the card 3 times, there is still only one copy of it in play, so buying Silver would only get you 1 VP token.", + "name": "Goons", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "+1 Card\n+1 Action\n+1 Buy\n+2 Coins\n______________________\nYou can't buy this if you have any Copper in play.", + "extra": " You do not have to play all of the Treasures in your hand in your Buy phase. Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. Coppers that were in play earlier in the turn but are not anymore also don't stop you; if you have 11 Coppers in play and 2 Buys, you could buy a Mint, trash all of your played Treasures, and then buy a Grand Market. You can gain Grand Market other ways - for example with Expand - whether or not you have Coppers in play. Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth 1 coin (such as Loan).", + "name": "Grand Market", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "6", + "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you buy a Victory card, gain a Gold.", + "extra": " This is a Treasure worth 2 coins, like Silver. When you buy a Victory card with this in play, you gain a Gold card from the Supply, putting it into your discard pile. If there are no Golds left, you do not get one. If you have multiple Hoards in play, you will gain multiple Golds from buying a single one. So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two Estates and gain four Golds. Victory cards include cards that are other types as well, such as Nobles and Harem in Intrigue. You gain a Gold even if you use Watchtower to immediately trash the Victory card you gained. Victory cards gained other than by buying them do not get you Gold.", + "name": "Hoard", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Worth ? Coins.\nWhen you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).", + "extra": " This is a Treasure worth a variable amount. When you play Bank, it is worth 1 coin per Treasure you have in play, counting itself. Remember, you choose what order to play Treasure cards. If you play Bank with no other Treasures in play, it is worth 1 coin. If you play two copies of Bank in a row, the one you play second will be worth 1 coin more than the first one. Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.", + "name": "Bank", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.", + "extra": " This is not in your hand after you play it, so you cannot trash it as the card trashed. The card you gain can cost up to 3 coins more than the trashed card, but it can also cost any smaller amount, even less than the cost of the trashed card. You can trash a card and gain a copy of the same card. If you have no card in hand to trash, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile.", + "name": "Expand", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.", + "extra": " \"Any number\" includes zero. If you trash no cards, you have to gain a card costing 0 coins if you can. This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. If there is no card at the required cost, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile. Potion symbols (on cards from Alchemy) are not added, and the card you gain cannot have a potion symbol in its cost.", + "name": "Forge", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "7", + "description": "You may choose an Action card in your hand. Play it three times.", + "extra": " This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice. You pick another Action card in your hand, play it, play it again, and play it a third time. This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it. You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as King's Court itself does). If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times. If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards.", + "name": "King's Court", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "prosperity", + "cost": "8*", + "description": "+1 Card; +1 Action; +2 Coin\n______________________\nDuring your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.", + "extra": " Most of the time, this costs 8 coins. During Buy phases, this costs 2 coins less per Action card you have in play. This cost applies to all Peddler cards, including ones in hands and decks. It never costs less than 0 coins. If you play King's Court on Worker's Village, for example, that is just two Action cards you have in play, even though you played the Worker's Village three times. Buying cards using the promotional card Black Market is something that does not happen during a Buy phase, so Peddler still costs 8 coins then.", + "name": "Peddler", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "3", + "description": "+2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.\n(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.).", + "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", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "4", + "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.", + "name": "Envoy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.", + "extra": " Stash is a Treasure that produces 2 coins when played, like Silver. Whenever you shuffle your deck, you can choose where in your deck each copy of Stash that you have goes. You can't look at the fronts of the other cards in your deck to see where to put it; Stash itself has a different card back, so that's how you'll know where it is. If you have multiple copies of Stash, you can clump them together or spread them out or whatever you want. Since Stash has a different card back, you will also know if it's in a player's hand, or set aside for someone's Haven (from Seaside), and so on. ", + "name": "Stash", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "promo", + "cost": "4", + "description": "+1 Card\n+2 Actions\nAt the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.", + "extra": " When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Dominion: Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Dominion: Seaside).", + "name": "Walled Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "5", + "description": "+1 Action\nChoose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.", + "extra": " You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).", + "name": "Governor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "promo", + "cost": "8", + "description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).", + "extra": " Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. ", + "name": "Prince", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Worth 1 Coin.", + "extra": " 60 cards per game.", + "name": "Copper", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "3", + "description": "Worth 2 Coins.", + "extra": " 40 cards per game.", + "name": "Silver", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "6", + "description": "Worth 3 Coins.", + "extra": " 30 cards per game.", + "name": "Gold", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "9", + "description": "Worth 5 Coins.", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Platinum", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "4", + "description": "Worth 1 Potion.", + "extra": " This is a basic Treasure card. It costs 4 Coins and produces Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, if any of them have Potion in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion in the cost. If you don't have any cards with Potion in the cost in the Supply or the Black Market deck, do not use the Potion pile in this game. When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition.", + "name": "Potion", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "-1 ", + "extra": " Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.", + "name": "Curse", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "base", + "cost": "2", + "description": "1 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Estate", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "5", + "description": "3 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Duchy", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "8", + "description": "6 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.", + "name": "Province", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "11", + "description": "10 ", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Colony", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "base", + "cost": "0", + "description": "Pile of trash.", + "extra": "", + "name": "Trash", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+1 Action\nGain a Gold, putting it on top of your deck.\n(This is not in the Supply.)", + "extra": " The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules. ", + "name": "Bag of Gold", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "Worth 2 Coins.\nWhen you play this, +1 Coins per unused Action you have (Action, not Action card).\n(This is not in the Supply.)", + "extra": " This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules. ", + "name": "Diadem", + "potcost": 0, + "types": [ + "Treasure", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+2 Cards\nGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\n(This is not in the Supply.)", + "extra": " Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules. ", + "name": "Followers", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "+1 Buy\nWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.\n(This is not in the Supply.)", + "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules. ", + "name": "Princess", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "0*", + "description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.\n(This is not in the Supply.)", + "extra": " First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules. ", + "name": "Trusty Steed", + "potcost": 0, + "types": [ + "Action", + "Prize" + ] + }, + { + "cardset": "cornucopia", + "cost": "2", + "description": "+1 Card\n+1 Action\nYou may discard a card; If you do +1 Action.\nYou may discard a card; If you do +1 Buy", + "extra": " First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys. ", + "name": "Hamlet", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+2 Coin\nEach other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.", + "extra": " Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type. ", + "name": "Fortune Teller", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "3", + "description": "+1 Action\nReveal your hand.\nIf there are no duplicate cards in it, +3 Cards.\nOtherwise, +1 Card.", + "extra": " If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards. ", + "name": "Menagerie", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Actions\nReveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.", + "extra": " Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type. ", + "name": "Farming Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Buy\n+3 Coin\nDiscard 2 Cards\nWhen another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.", + "extra": " When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards. ", + "name": "Horse Traders", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.", + "extra": " Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing. ", + "name": "Remake", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+1 Action\nEach player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.\nPrizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed", + "extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ", + "name": "Tournament", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "4", + "description": "+2 Cards\nDiscard 2 cards. Each other player may reveal a Bane card from his hand.\nIf he doesn’t, he gains a Curse.\nSetup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.", + "extra": " This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse. ", + "name": "Young Witch", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.", + "extra": " Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed Copper, Silver, Copper, Estate, that would be +3 coins . ", + "name": "Harvest", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "Worth 0 Coins\nWhen you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it’s a Victory card, trash this.", + "extra": " This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one). ", + "name": "Horn of Plenty", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+1 Card\n+1 Action\nReveal your hand. Reveal cards from your deck until you reveal a card that isn’t in a duplicate of one in your hand and discard the rest.", + "extra": " First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck. ", + "name": "Hunting Party", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "cornucopia", + "cost": "5", + "description": "+2 Coins\nEach other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.", + "extra": " Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card. ", + "name": "Jester", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "cornucopia", + "cost": "6", + "description": "Worth 2 for every 5 differently named cards in your deck (rounded down)", + "extra": " At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players. ", + "name": "Fairgrounds", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "cornucopia extras", + "cost": "0*", + "description": "Prizes are never in the supply. They can only be obtained via Tournament.\nBag of Gold: +1 Action; Gain a Gold, putting it on top of your deck.\nDiadem: +2 Coins; When you play this, +1 Coins per unused Action you have.\nFollowers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\nPrincess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less than 0 Coins.\nTrusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.", + "extra": " Prizes are never in the supply. They can only be obtained via Tournament. When Tournament is one of the Kingdom cards, set out the pile of five Prizes at the start of the game. ", + "name": "Prizes", + "potcost": 0, + "types": [ + "Prize" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "Reveal your hand.\n+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.", + "extra": " First reveal your hand, and draw a card for each Victory card you revealed, if any. The revealed cards all stay in your hand. Cards with two types, one of which is Victory, are Victory cards. Then, if this is the first time you played a Crossroads this turn, you get +3 Actions. Subsequent Crossroads this turn will give you cards but not Actions. Using a card that lets you play a card several times (like Throne Room from Dominion) on Crossroads, you will play Crossroads multiple times, getting +3 Actions the first time but not the others. ", + "name": "Crossroads", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "+2 Coins\nEach player (including you) looks at the top card of his deck, and discards it or puts it back.\n______________________\nIn games using this, when you gain a Duchy, you may gain a Duchess.", + "extra": " When you play this, you get +2 coins, and each player, including you, looks at the top card of his own deck and either discards it or puts it back on top, his choice. Any player with no cards in his deck shuffles his discard pile first; any player who still has no cards to look at does not look at one. When a player gains a Duchy in a game with Duchess in the Supply, that player may also gain a Duchess from the Supply. This works whether the player gained a Duchy due to buying one, or gained a Duchy some other way. Duchess does not interact in any special way with the promotional card Black Market. ", + "name": "Duchess", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "2", + "description": "If this is the first time you played a Fool's Gold this turn, this is worth 1 coin, otherwise it's worth 4 coins.\n______________________\nWhen another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.", + "extra": " This is both a Treasure and a Reaction. It can be played in your Buy phase like other Treasures. When you play it, it is worth 1 coin if this is the first time you played a Fool's Gold this turn, and otherwise it is worth 4 coins. So if your lay three Fool's Golds in the same turn, the first is worth 1 coin, the second is worth 4 coins, and the third is worth 4 coins. Fool's Gold is also a Reaction. When another player gains a Province, you may trash Fool's Gold from your hand; if you do, you gain a Gold from the Supply, putting it on top of your deck rather than into your discard pile. If there are no cards in your deck, the Gold becomes the only card in your deck. If there are no Gold cards left in the Supply, you do not gain one, but can still trash Fool's Gold. This Reaction is only usable when another player gains a Province, not you. It is usable whether a Province was gained due to being bought, or gained some other way. ", + "name": "Fool's Gold", + "potcost": 0, + "types": [ + "Treasure", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "Trash a card from your hand. Gain a card costing exactly 1 coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck.", + "extra": " First trash a card from your hand, if you have any cards in hand. Develop itself is no longer in your hand and so cannot trash itself (though it can trash other copies of Develop). If you trashed a card, gain two cards, one costing exactly 1 coin more than the trashed card, and one costing exactly 1 coin less than the trashed card. The gained cards come from the Supply; gain them in either order. If there is no card in the Supply at one of the costs, you still gain the other card if you can. Put the gained cards on top of your deck rather than into your discard pile. If you trash a Copper with Develop, which costs 0 coins, you will try and fail to gain a card costing -1 coins (and also try to gain a card costing 1 coin). ", + "name": "Develop", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "+1 Card\n+1 Action\n+1 Coins\nDiscard a card.", + "extra": " You draw before discarding. You can discard the card you drew. If you are unable to draw a card (due to having no cards in your deck, and none in your discard pile to shuffle), you still discard a card if able. ", + "name": "Oasis", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.\n+2 Cards", + "extra": " First, each player including you, reveals the top two cards of his deck, and either discards both of them or puts both of them back on top, your choice. A player putting the cards back puts them back in an order he chooses, and without needing to reveal that order. Then, you draw two cards. So if you put back the cards you revealed, you will draw them. ", + "name": "Oracle", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "+1 Card\n+1 Action\nAt the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.", + "extra": " When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn, at the start of Clean- up. At that time, you may optionally choose an Action card you have in play. If you discard that Action card from play this turn, as you normally do, you will put it on top of your deck. This happens before you draw cards for next turn. The Action card you choose can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme. If the Action card is not discarded during Clean- up, for example due to being a Duration card from Dominion: Seaside that was played this turn, then it does not get put on top of your deck. ", + "name": "Scheme", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "3", + "description": "2 \n______________________\nWhen you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.", + "extra": " This is both a Victory card and a Reaction. At the end of the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability functions when you discard it. You cannot simply choose to discard it; something has to let you or make you discard it. This ability functions whether you discard Tunnel on your own turn (such as due to Oasis) or on someone else's (such as due to Margrave). It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck, or when set aside (such as due to Cartographer). If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold. Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold. This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with Border Village), when your deck is put into your discard pile, such as with Chancellor from Dominion, or with Possession from Dominion: Alchemy, when trashed cards are returned to you at end of turn. It also does not function during Clean-up, when you normally discard all of your played and unplayed cards. The key thing to look for is a card actually telling you to \"discard\" cards. The Gold you gain comes from the Supply and is put into your discard pile; if there is no Gold left in the Supply, you do not gain one. ", + "name": "Tunnel", + "potcost": 0, + "types": [ + "Victory", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Gain a Silver.\nLook at the top card of your deck; discard it or put it back.\nDraw until you have 5 cards in hand.\nYou may trash a card from your hand that is not a Treasure.", + "extra": " This card does four separate things, in the order listed; you do all of them (the last one is optional). First, gain a Silver from the Supply, putting it into your discard pile. If there are no Silvers left in the Supply, you do not gain one. Second, look at the top card of your deck, and either discard it or put it back on top. If there are no cards left in your deck, shuffle your discard pile to get a card to look at (this will shuffle in the Silver you just gained). If there are still no cards, you do not look at one. Third, draw cards until you have at least five cards in hand. If you already have five or more cards in hand, you do not draw any cards. If there are not enough cards left to draw between your deck and discard pile, just draw what you can. Fourth, you may trash a card from your hand that is not a Treasure card. Cards with two types, one of which is Treasure, are Treasures. ", + "name": "Jack of all Trades", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "+1 Coin\nWhen you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards.", + "extra": " When you play this, you get +1 coin. When you play this and also when you buy it, each other player reveals the top two cards of his deck, trashes a Silver or Gold he revealed that you choose, and discards the rest. Each of these players that did not reveal a Treasure at all gains a Copper from the Supply, putting it into his discard pile. Finally, you gain all of the Silvers and Golds trashed this way. This cannot trash any Treasures except Silver or Gold. Gaining a Noble Brigand without buying it does not cause this ability to happen. Noble Brigand is an Attack card, and when you play it, players can use cards like Moat from Dominion or Secret Chamber from Intrigue in response. However, buying a Noble Brigand is not \"playing an Attack card,\" and so cads like Moat cannot respond to that. ", + "name": "Noble Brigand", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "+1 Buy\n+2 Coins\n______________________\nWhen you gain this, put it on top of your deck.", + "extra": " When you gain this card, it goes on top of your deck rather than into your discard pile. This is true whether you gained it due to buying it or gained it some other way. If there were no cards in your deck, it becomes the only card in your deck. ", + "name": "Nomad Camp", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Worth 1 for every 4 Victory cards in your deck (round down).", + "extra": " This is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point for every four Victory cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Silk Roads count themselves. Round down; if you have 11 Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12 Silk Roads in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Victory, are Victory cards and so are counted by Silk Road. ", + "name": "Silk Road", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "You may trash a Treasure from your hand. If you do, choose one:\n+2 Cards and +1 Action;\nor +2 Coins and +1 Buy.", + "extra": " You may trash a Treasure card from your hand. This is optional. If you did trash a Treasure card, you choose either to get +2 Cards and +1 Action, or +2 coins and +1 Buy. ", + "name": "Spice Merchant", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "4", + "description": "Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.\n______________________\nWhen you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.", + "extra": " When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in coins. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, just gain all of the Silvers that you can. You only gain Silvers if you trashed a card. If you trash a card costing 0 coins, such as Copper, you will gain zero Silvers. You can trash Silver if you want; you will gain three Silvers for it normally. If costs are different, such as due to playing Highway, then Trader will give you a different number of Silvers, based on the current costs. For example ifyou play Highway and then Trader, trashing an Estate you will only gain one Silver. If you trash a card with Potion in its cost from Dominion: Alchemy, you do not get anything for the Potion, just for the coins that the card cost. Trader is also a Reaction. When you gain a card, whether due to buying it or due to gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply. If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it. For example if you buy Ill-Gotten Gains but use Trader to gain Silver instead, no-one will gain a Curse. However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. For example you can buy Farmland, trash a card from your hand and gain one costing 2 more, then use Trader to gain Silver rather than Farmland. If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card; you gain nothing instead of the card you would have gained. ", + "name": "Trader", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "Worth 3 coins\n______________________\nWhen you gain this, gain two Coppers.", + "extra": " This is a treasure worth 3 coins, like Gold. When you gain it, you also gain two Coppers from the Supply. if there are not two Coppers left, just gain as many as you can. You only gain Coppers when you gain Cache, not when you play it. You gain Coppers whether you gained Cache due to buying it, or gained it some other way. ", + "name": "Cache", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+1 Card\n+1 Action\nLook at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.", + "extra": " You draw a card first, then look at the top 4 cards of your deck. If there are fewer than 4 cards left in your deck, look at the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to look at. If there are still not enough cards, just look at as many as you can. Discard any number of the cards you looked at - none, all four, or something in-between - and put the rest back on top of your deck in any order. if there were no cards left in your deck, these become the only cards in your deck. You do not reveal the cards you put back. ", + "name": "Cartographer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+5 Cards\nDiscard 3 cards.\n______________________\nWhen you gain this, each other player gains a Silver.", + "extra": " When you play this, you draw five cards, then discard three cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard three cards if able, even if you were unable to draw the full five cards (due to not having enough cards in your deck and discard pile). If you do not have three cards to discard, you discard as many as you can. When you gain this, each other player gains a Silver. Players only gain Silvers when you gain this, not when you play this. They gain Silvers whether you gained Embassy due to buying it, or gained it some other way. Gaining Silvers is not optional for them. The Silvers come from the Supply. If there are not enough Silvers left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy. ", + "name": "Embassy", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+2 Coins\n______________________\nWhile this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.", + "extra": " When you play this, you get +2 coins. While this is in play, whenever you buy a card, you gain a cheaper card that is not a Victory card. For example, you could buy a Province, and gain a Gold via Haggler. Gaining a card is not optional. The gained card comes from the Supply and is put into your discard pile. Haggler only gives you an extra card when you buy a card, not when you gain a card some other way (such as with Haggler itself). If there is no cheaper card available in the Supply (e.g., if you buy a Copper), you do not gain a card. Using a card that lets you play a card several times (like Throne Room from Dominion) on Haggler does not gain you two or more cards per card bought, as there is still only one copy of Haggler in play. The bonus is cumulative if you have three Hagglers in play, you will gain three more cards for each card you buy. Cards with two types, one of which is Victory, are Victory cards and so cannot be gained with Haggler. ", + "name": "Haggler", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+1 Card\n+1 Action\n______________________\nWhile this is in play, cards cost 1 Coin less, but not less than 0 Coins.", + "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper This applies to cards everywhere - cards in the Supply, cards in hand, cards in Decks. For example if you played Highway, then Develop, trashing a Copper, you could gain an Estate, as Estate would cost 4 coins while Copper would still cost 0 coins. Using a card that lets you play a card several times (like Throne Room from Dominion) on Highway will not make cards cost less, as there is still only one copy of Highway in play. The bonus is cumulative; if you have three Highways in play, all cards cost 1 coins less (to a minimum of 0 coins). ", + "name": "Highway", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "Worth 1 Coin\nWhen you play this, you may gain a Copper, putting it into your hand.\n______________________\nWhen you gain this, each other player gains a Curse.", + "extra": " This is a Treasure worth 2 coins like Copper. When you play it, you may gain a Copper. The gained Copper comes from the Supply and is put into your hand; you can immediately play it. If there is no Copper left in the Supply, you do not gain one. When you gain Ill-Gotten Gains, each other player gains a Curse. This happens whether you gain Ill-Gotten Gains due to buying it, or you gain it some other way. The Curses come from the Supply and go into discard piles. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. III-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like Moat from Dominion do not work against it. ", + "name": "Ill-Gotten Gains", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+2 Cards\n+2 Actions\nDiscard 2 cards.\n______________________\nWhen you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.", + "extra": " When you play this, you draw 2 cards, get +2 Actions, then discard 2 cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard cards if able, even if you were unable to draw 2 cards. When you gain this, you look through your discard pile (something normally not allowed) and shuffle any number of Action cards from it into your deck (leaving the rest of your discard pile in your discard pile). You do not have to shuffle any Action cards into your deck. You can shuffle the Inn you just gained into your deck; it is an Action card in your discard pile. Cards with two types, one of which is Action, are Action cards. You must reveal the Action cards that you choose to shuffle into your deck. It does not matter what order you leave your discard pile in afterwards. This ability functions if you gain Inn due to buying it, or gain Inn some other way. ", + "name": "Inn", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+3 Coins\nPut a card from your hand on top of your deck.\n______________________\nWhen you gain this, put all Treasures you have in play on top of your deck in any order.", + "extra": " When you play this, you get +3 coins, and put a card from your hand on top of your deck. If you have no cards left in hand, you do not put a card on top of your deck. If there are no cards left in your deck, the card you put on top becomes the only card in your deck. When you gain this, you put all of your Treasures from play on top of your deck in any order. You do not have to show this order to other players. You have to put all of your Treasures on top; you cannot leave some out. You only put Treasures from play on top of your deck, not unplayed Treasures from your hand. This does not stop you from having the coins you got from playing those Treasures; for example, if you have +1 Buy and play four Golds and buy a Mandarin, you put the Golds on top of your deck, and still have 7 coins left to spend. Mandarin puts your played Treasures on your deck whether you gained it due to buying it or gained it some other way, although normally you will only have Treasures in play in your Buy phase. ", + "name": "Mandarin", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "+3 Cards\n+1 Buy\nEach other player draws a card, then discards down to 3 cards in hand.", + "extra": " You draw 3 cards and get +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. Drawing a card is not optional for them. A player who only has 3 cards or fewer after drawing does not discard. ", + "name": "Margrave", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "hinterlands", + "cost": "5", + "description": "You may discard a Treasure. If you do, +3 Cards and +1 Action.", + "extra": " You may discard a Treasure card from your hand. This is optional. If you did discard one, you get +3 Cards and +1 Action. You draw after discarding, so if you have to shuffle to get the 3 cards, you will end up shuffling in the card you discarded. ", + "name": "Stables", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "6", + "description": "+1 Card\n+2 Actions\n______________________\nWhen you gain this, gain a card costing less than this.", + "extra": " When you play this, you draw a card and can play two more Actions this turn. When you gain this, you also gain a card from the Supply that costs less than Border Village. Normally that will be a card costing up to 5 coins, but if Border Village costs less than normal, such as due to Highway, then the card you gain will have a lower maximum cost. You only gain a card when you gain Border Village, not when you play it. You gain a card whether you gained Border Village due to buying it, or gained it some other way. ", + "name": "Border Village", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "hinterlands", + "cost": "6", + "description": "2 \n______________________\nWhen you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.", + "extra": " This is a Victory card, not an Action card. It is worth 2 victory points at the end of the game. When you buy it, you trash a card from your hand if able, and if you did, you gain a card from the supply costing exactly 2 coins more than the trashed card if able. If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the supply costing exactly 2 coins more than the trashed card, you do not gain a card. This ability only functions when you buy Farmland, not when you gain it some other way. During set-up, put all 12 Farmlands in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. ", + "name": "Farmland", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dark ages", + "cost": "0", + "description": "Abandoned Mine: +1 Coin\nRuined Library: +1 Card\nRuined Market: +1 Buy\nRuined Village: +1 Action\nSurvivors: Look at the top 2 cards of your deck. Discard them or put them back in any order.", + "extra": " See Additional Rules for Dark Ages and Preparation. Abandoned Mine: When you play this, you just get +1 Coin. Ruined Library: When you play this, you draw a card. Ruined Market: When you play this, you just get +1 Buy. Ruined Village: When you play this, you just get +1 Action. Survivors: You either discard both cards, or put both cards back on top; you cannot just discard one card.", + "name": "Ruins", + "potcost": 0, + "types": [ + "Action", + "Ruins" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "+2 Actions\nReturn this to the Madman pile. If you do, +1 Card per card in your hand.\n(This card is not in the supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.", + "name": "Madman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "Worth 3 Coins\nWhen you play this, return it to the Spoils pile.\n(This is not in the Supply.)", + "extra": " This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.", + "name": "Spoils", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "When you buy a Victory card, you may trash this from your hand.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.", + "name": "Hovel", + "potcost": 0, + "types": [ + "Reaction", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+2 Actions", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.", + "name": "Necropolis", + "potcost": 0, + "types": [ + "Action", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "0 \n______________________\nWhen you trash this, +1 Card.", + "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.", + "name": "Overgrown Estate", + "potcost": 0, + "types": [ + "Victory", + "Shelter" + ] + }, + { + "cardset": "dark ages", + "cost": "1", + "description": "+4 Coins\nReveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.", + "extra": " First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.", + "name": "Poor House", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Coin\nChoose one: +2 Actions; or +2 Buys; or gain a Silver.\n______________________\nWhen you trash this, gain an Action card.", + "extra": " When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.", + "name": "Squire", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "+1 Card, +1 Action\nReveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.", + "extra": " You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.", + "name": "Vagrant", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.\nWhen you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.", + "extra": " When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", + "name": "Hermit", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Action\nReveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.", + "extra": " If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.", + "name": "Sage", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Worth 1 for every 3 Silvers in your deck (round down).\n______________________\nWhen you trash this, gain 3 Silvers.", + "extra": " This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.", + "name": "Feodum", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +2 Actions\n______________________\nWhen you trash this, put it into your hand.", + "extra": " When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.", + "name": "Fortress", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +1 Action\nReveal the top card of your deck; you may discard it. Either way, if it is an…\nAction card, +1 Action\nTreasure card, +1 Coin\nVictory card, +1 Card", + "extra": " First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.", + "name": "Ironmonger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.", + "extra": " Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.", + "name": "Procession", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card, +1 Action\nGain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).\n______________________\nWhen you trash this, +1 Card.", + "extra": " Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.", + "name": "Rats", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Play this as if it were an Action card in the Supply costing less than it that you choose.\nThis is that card until it leaves play.", + "extra": " When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile", + "name": "Band of Misfits", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Card, +2 Actions\nGain a Spoils from the Spoils pile.", + "extra": " Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.", + "name": "Bandit Camp", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.\nChoose one: +3 Coins; or trash your hand; or gain a Duchy.", + "extra": " This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.", + "name": "Count", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+2 Cards\nEach other player gains a Ruins. You may play a Cultist from your hand.\n______________________\nWhen you trash this, +3 Cards.", + "extra": " When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.", + "name": "Cultist", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.", + "extra": " You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.", + "name": "Graverobber", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.\nGain 2 Spoils from the Spoils pile.", + "extra": " First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.", + "name": "Pillage", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+2 Coins\nYou may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.", + "extra": " Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.", + "name": "Scavenger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "Trash a card from your hand. Gain a card costing up to 5 Coins.", + "extra": " You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.", + "name": "Altar", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a card costing up to 4 Coins, putting it on top of your deck.", + "extra": " The card you gain comes from the Supply and is put on top of your deck.", + "name": "Armory", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "2", + "description": "Gain 3 Coppers, putting them into your hand.\n______________________\nWhen another player plays an Attack card, you may discard this.\nIf you do, gain two Silvers, putting one on top of your deck.", + "extra": " When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.", + "name": "Beggar", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Look at the top 3 cards of your deck.\nChoose one: Put them into your hand;\nor discard them and +3 Cards.\n______________________\nWhen you trash this, gain a cheaper card.", + "extra": " When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.", + "name": "Catacombs", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "Worth 1 Coin\n+1 Buy\nWhen you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure", + "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.", + "name": "Counterfeit", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+5 Coins\nYou may trash an Action card from your hand. If you don’t, trash this.\n______________________\nWhen you gain this, gain 2 Ruins.", + "extra": " When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.", + "name": "Death Cart", + "potcost": 0, + "types": [ + "Action", + "Looter" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Action\n+1 Buy\nTrash a card from your hand.\n+1 Coin per differently named Treasure\nin the trash.", + "extra": " Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin er differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.", + "name": "Forager", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Card\n+1 Action\n+1 Coin\nTrash a card from your hand.", + "extra": " You have to trash a card from your hand if you can. You draw before trashing.", + "name": "Junk Dealer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.", + "extra": " The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 Victory at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.", + "name": "Knights", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "Gain a Spoils from the Spoils pile.\nEach other player gains a Ruins.", + "extra": " First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.", + "name": "Marauder", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Card\n+1 Action\n+1 Buy\n______________________\nWhen one of your cards is trashed,\nyou may discard this from your\nhand. If you do, gain a Gold.", + "extra": " When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.", + "name": "Market Square", + "potcost": 0, + "types": [ + "Action", + "Reaction" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 1 Action\nName a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.", + "extra": " You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.", + "name": "Rebuild", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+ 2 Coins\nIf there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.", + "extra": " If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.", + "name": "Rogue", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+ 1 Buy\nDiscard any number of cards.\n+1 Card per card discarded.\nDiscard any number of cards.\n+ 1 Coins per card discarded the second time.", + "extra": " Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.", + "name": "Storeroom", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "3", + "description": "+1 Card\n+1 Action\nEach other player discards down to 4 cards in hand.\n______________________\nWhen you play another Attack card with this in play, you may trash this.\nIf you do, gain a Mercenary from the Mercenary pile.", + "extra": " When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "name": "Urchin", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "4", + "description": "+1 Card\n+2 Actions\nReveal the top 3 cards of your deck.\nPut the Actions back on top in any order and discard the rest.", + "extra": " First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.", + "name": "Wandering Minstrel", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "6", + "description": "+ 4 Cards\n______________________\nWhen you trash this,\ngain a Duchy or 3 Estates.", + "extra": " When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.", + "name": "Hunting Grounds", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages", + "cost": "0*", + "description": "You may trash 2 cards from your hand.\nIf you do, +2 Cards, + 2 Coins,\nand each other player discards down to 3 cards in hand.\n(This is not in the Supply.)", + "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.", + "name": "Mercenary", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "dark ages", + "cost": "5", + "description": "+1 Action\n+ 2 Coins\nName a card.\nReveal the top card of your deck.\nIf it’s the named card, put it into your hand.", + "extra": " You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.", + "name": "Mystic", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages extras", + "cost": "1", + "description": "Hovel: When you buy a Victory card, you may trash this from your hand.\nNecropolis: +2 Actions\nOvergrown Estate: 0 ; when you trash this, +1 Card.", + "extra": " See Preparation. A shelter is never in the supply. Hovel: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. Necropolis: This is an Action card; when you play it, you get +2 Actions. ", + "name": "Shelters", + "potcost": 0, + "types": [ + "Action", + "Shelter" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", + "extra": " Mercenary: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", + "name": "Urchin / Mercenary", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "dark ages extras", + "cost": "3", + "description": "Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", + "extra": " Madman: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ", + "name": "Hermit / Madman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Action\nReveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.", + "extra": " If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand. ", + "name": "Advisor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Card\n+1 Action\nTake a Coin token.\n______________________\nSetup: Each player takes a Coin token.", + "extra": " When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck. ", + "name": "Baker", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.", + "extra": " First take two Coin tokens. Then you may trash a card from your hand and pay any number of Coin tokens (returning them to the pile). The number of Coin tokens you pay can be zero. Butcher itself is no longer in your hand and so cannot trash itself (though it can trash another copy of Butcher). If you trashed a card, you gain a card costing up to the cost of the trashed card plus the number of Coin tokens you paid. For example, you could trash an Estate and pay six Coin tokens to gain a Province, or you could trash another Butcher and pay zero Coin tokens to gain a Duchy. You can pay the Coin tokens you just got. Paying Coin tokens for this ability does not get you coins to spend, it just changes what cards you can gain with this ability. ", + "name": "Butcher", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "2", + "description": "+1 Action\n+1 Buy\nTake a Coin token.", + "extra": " You get +1 Action and +1 Buy, and take a Coin token. ", + "name": "Candlestick Maker", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "3+", + "description": "Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.", + "extra": " When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coins, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again. ", + "name": "Doctor", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4+", + "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it is an Action, play it.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.", + "extra": " When you play this, first draw a card and get +1 Action, then reveal the top card of your deck. If it is an Action card, play it; this is not optional. Playing the Action card does not \"use up\" one of your Action plays for the turn. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If Herald plays a Duration card (from Dominion: Seaside), the Herald is still discarded normally at end of turn, as it is not needed to track anything. When you buy this, you put one card from your discard pile on top of your deck for each extra 1 Coin you pay over the cost. For example, if you buy Herald for 6 Coins, you will put two cards from your discard pile on top of your deck. This card lets you look through your discard pile; normally you cannot. You cannot look through your discard pile first to see how much you want to overpay, and once you overpay you must put the appropriate number of cards on top of your deck if possible. If you overpay enough to put more cards on your deck than there are cards in your discard pile, you just put all of your discard pile onto your deck. You may not look through your discard pile if you buy Herald without overpaying for it. When you put multiple cards on your deck due to overpaying for a Herald, put them on your deck in any order. ", + "name": "Herald", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.", + "extra": " This draws you three cards that are not a particular card. First name a card. It does not have to be a card being used this game. Then reveal cards from the top of your deck until you have revealed three cards that are not the named card. If you run out of cards without finding three, shuffle your discard pile into your deck and continue. If you still cannot find three, stop. Put the cards you found that were not the named card into your hand and discard the rest. ", + "name": "Journeyman", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "3+", + "description": "Worth 1 Coin.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.", + "extra": " This is a Treasure worth 1 Coin, like Copper. When you buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. ", + "name": "Masterpiece", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "+1 Buy\n+1 Coin\n______________________\nWhile this is in play, when you buy a card, take a Coin token.", + "extra": " When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Dominion: Prosperity), you will only get one Coin token when you buy a card. ", + "name": "Merchant Guild", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "+1 Card\n+2 Actions\nYou may discard a Treasure card. If you do, take a Coin token.", + "extra": " First you draw a card and get +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Dominion: Intrigue), are Treasures. ", + "name": "Plaza", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "5", + "description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a card.", + "extra": " The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left. Each player who gained a Curse draws a card. This is not optional. A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card. A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card. ", + "name": "Soothsayer", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "guilds", + "cost": "2+", + "description": "Trash a card from your hand. Gain 2 cards each costing less than it.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.", + "extra": " When you play this, trash a card from your hand, and gain two cards, each costing less than the card you trashed. Trashing a card is not optional. If you do not have any cards left in your hand to trash, you do not gain any cards. The two cards you gain can be different or the same. For example you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional if you trashed a card. The gained cards come from the Supply and are put into your discard pile; if there are no cheaper cards in the Supply (for example if you trash a Copper), you do not gain any. If there is only one card in the Supply cheaper than the trashed card, you gain that one. The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as Inn from Dominion: Hinterlands. When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid. The Action cards can be different or the same. For example, if you buy Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from the Supply and are put into your discard pile. If there are no cards with the appropriate cost in the Supply, you do not gain one. Overpaying with a Potion (from Dominion: Alchemy) will let you gain cards with Potion in the cost. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing 0 Coins. ", + "name": "Stonemason", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "guilds", + "cost": "4", + "description": "You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.", + "extra": " You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from Dominion: Intrigue), are Treasures. If you do trash a Treasure, each other player with at least five cards in hand discards a copy of it from her hand if she can, or reveals a hand with no copies of it, and you gain a Treasure costing up to 3 Coins more than the trashed Treasure, putting it on top of your deck. If there are no cards in your deck, it becomes the only card in your deck. You do not have to gain a more expensive Treasure; you may gain a Treasure with the same cost, or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. The gained Treasure comes from the Supply. ", + "name": "Taxman", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.", + "extra": " You choose something when you play it, and again at the start of your next turn; the choices may be the same or different. ", + "name": "Amulet", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Card\n+1 Action\n+1 Coin\nDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.", + "extra": " First you get +1 Card, +1 Action, and + Coin . Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards. ", + "name": "Artificer", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:\n+1 Buy\n______________________\nWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.", + "extra": " This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins). ", + "name": "Bridge Troll", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Card\n+1 Action\nAt the start of your next turn, +1 Coin\n______________________\nWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)", + "extra": " This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with. ", + "name": "Caravan Guard", + "potcost": 0, + "types": [ + "Action", + "Duration", + "Reaction" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Action\nNow and at the start of your next turn: +2 Cards then discard 2 cards.", + "extra": " When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards. ", + "name": "Dungeon", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Put this on your Tavern mat.\n______________________\nWhen you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.", + "extra": " When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn. ", + "name": "Duplicate", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+2 Cards\nSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.", + "extra": " You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn. ", + "name": "Gear", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time. ", + "name": "Giant", + "potcost": 0, + "types": [ + "Action", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to discard your hand and draw 5 cards.", + "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play. ", + "name": "Guide", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.\nAt the start of your next turn:\n+3 Cards", + "extra": " you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played. ", + "name": "Haunted Woods", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "At the start of each of your turns for the rest of the game:\n+1 Card\n(This stays in play.)", + "extra": " After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game. ", + "name": "Hireling", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+2 Cards\n+2 Actions\n______________________\nWhen you gain this, each other player draws a card.", + "extra": " When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way. ", + "name": "Lost City", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.", + "extra": " If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card. ", + "name": "Magpie", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Buy\n+2 Coins\nYou may put your deck into your discard pile.\n______________________\nWhen this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.", + "extra": " When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything. ", + "name": "Messenger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.", + "extra": " You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end. ", + "name": "Miser", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Buy\nTurn your Journey token over (it starts face up). If it's face up, +5 Cards.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger. ", + "name": "Ranger", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand.", + "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play. ", + "name": "Ratcatcher", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Action\nTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest.", + "extra": " If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze. ", + "name": "Raze", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nDirectly after resolving an Action, if it's still in play, you may call this, to replay that Action.", + "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice. ", + "name": "Royal Carriage", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Action\n+1 Coin\nPlay up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid.", + "extra": " This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards. ", + "name": "Storyteller", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Until your next turn, when any other player buys a card, he gains a Curse.\nAt the start of your next turn:\n+3 Coins", + "extra": " you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played. ", + "name": "Swamp Hag", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.", + "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card. ", + "name": "Transmogrify", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "+1 Buy\n+4 Coins\nPut this on your Tavern mat.\n______________________\nAt the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.", + "extra": " When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total. ", + "name": "Wine Merchant", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "+1 Card\n+2 Actions\n______________________\nWhen you buy this, gain another Port.", + "extra": " When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12. ", + "name": "Port", + "potcost": 0, + "types": [ + "Action" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "1 Coin\nWhen you play this, put it on your Tavern mat.\n______________________\nDirectly after resolving an Action, you may call this for +2 Actions.", + "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play. ", + "name": "Coin of the Realm", + "potcost": 0, + "types": [ + "Treasure", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "2 Coins\nWhen you play this, each other player puts his -1 Card token on his deck.", + "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck. ", + "name": "Relic", + "potcost": 0, + "types": [ + "Treasure", + "Attack" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "2 Coins\nWhen you play this, gain a Gold and a Copper.", + "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card. ", + "name": "Treasure Trove", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Put this on your Tavern mat.\n______________________\nWorth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).", + "extra": " This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth). ", + "name": "Distant Lands", + "potcost": 0, + "types": [ + "Action", + "Reserve", + "Victory" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Card\n+1 Action\n______________________\nWhen you discard this from play, you may exchange it for a Treasure Hunter.", + "extra": " See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile. ", + "name": "Page", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Buy\n+1 Coin\n______________________\nWhen you discard this from play, you may exchange it for a Soldier.", + "extra": " See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile. ", + "name": "Peasant", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "3*", + "description": "+1 Action\n+1 Coin\nGain a Silver per card the player to your right gained in his last turn.\n______________________\nWhen you discard this from play, you may exchange it for a Warrior.\n(This is not in the Supply.)", + "extra": " This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile. ", + "name": "Treasure Hunter", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "4*", + "description": "+2 Cards\nFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.\n______________________\nWhen you discard this from play, you may exchange it for a Hero.\n(This is not in the Supply.)", + "extra": " Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers. ", + "name": "Warrior", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "5*", + "description": "+2 Coins\nGain a Treasure.\n______________________\nWhen you discard this from play, you may exchange it for a Champion.\n(This is not in the Supply.)", + "extra": " The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game. ", + "name": "Hero", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "6*", + "description": "+1 Action\nFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.\n(This stays in play. This is not in the Supply.)", + "extra": " Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn. ", + "name": "Champion", + "potcost": 0, + "types": [ + "Action", + "Duration" + ] + }, + { + "cardset": "adventures", + "cost": "3*", + "description": "+2 Coins\n+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.\n______________________\nWhen you discard this from play, you may exchange it for a Fugitive.\n(This is not in the Supply.)", + "extra": " This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier. ", + "name": "Soldier", + "potcost": 0, + "types": [ + "Action", + "Attack", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "4*", + "description": "+2 Cards\n+1 Action\nDiscard a card.\n______________________\nWhen you discard this from play, you may exchange it for a Disciple.\n(This is not in the Supply.)", + "extra": " When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn. ", + "name": "Fugitive", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "5*", + "description": "You may play an Action card from your hand twice. Gain a copy of it.\n______________________\nWhen you discard this from play, you may exchange it for a Teacher.\n(This is not in the Supply.)", + "extra": " Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded. ", + "name": "Disciple", + "potcost": 0, + "types": [ + "Action", + "Traveller" + ] + }, + { + "cardset": "adventures", + "cost": "6*", + "description": "Put this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).\n(This is not in the Supply.)", + "extra": " When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile. ", + "name": "Teacher", + "potcost": 0, + "types": [ + "Action", + "Reserve" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.", + "extra": " You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile. ", + "name": "Alms", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.", + "extra": " When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards. ", + "name": "Ball", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Trash up to 2 cards you have in play.", + "extra": " This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant. ", + "name": "Bonfire", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "+1 Buy\nOnce per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.", + "extra": " You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section. ", + "name": "Borrow", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Draw 2 extra cards for your next hand.", + "extra": " This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total. ", + "name": "Expedition", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin.", + "extra": " When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section. ", + "name": "Ferry", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "7", + "description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).", + "extra": " You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile. ", + "name": "Inheritance", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).", + "extra": " When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section. ", + "name": "Lost Arts", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.", + "extra": " You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours. ", + "name": "Mission", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "8", + "description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).", + "extra": " When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section. ", + "name": "Pathfinding", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "4", + "description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.", + "extra": " At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage. ", + "name": "Pilgrimage", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "3", + "description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)", + "extra": " When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section. ", + "name": "Plan", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "0", + "description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.", + "extra": " You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold. ", + "name": "Quest", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.", + "extra": " This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. ", + "name": "Raid", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "1", + "description": "+1 Buy\nOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).", + "extra": " You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand. ", + "name": "Save", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+1 Buy\nLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.", + "extra": " When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party. ", + "name": "Scouting Party", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).", + "extra": " When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain. ", + "name": "Seaway", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "5", + "description": "Trash up to 2 cards from your hand.\nGain a Silver per card you trashed.", + "extra": " You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile. ", + "name": "Trade", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "6", + "description": "Move your + 1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).", + "extra": " When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section. ", + "name": "Training", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures", + "cost": "2", + "description": "+2 Buys\nWhen you gain a card this turn, you may put it on top of your deck.", + "extra": " When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile. ", + "name": "Travelling Fair", + "potcost": 0, + "types": [ + "Event" + ] + }, + { + "cardset": "adventures extras", + "cost": "*", + "description": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", + "extra": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", + "name": "Events", + "potcost": 0, + "types": [ + "Event" + ] + } +] diff --git a/card_db/de/mapping.json b/card_db/de/mapping.json new file mode 100644 index 0000000..40b12ca --- /dev/null +++ b/card_db/de/mapping.json @@ -0,0 +1,17 @@ +{ + "Action": "Action", + "Victory": "Victory", + "Attack": "Attack", + "Treasure": "Treasure", + "Reaction": "Reaction", + "Duration": "Duration", + "Prize": "Prize", + "Shelter": "Shelter", + "Ruins": "Ruins", + "Looter": "Looter", + "Curse": "Curse", + "Blank": "Blank", + "Reserve": "Reserve", + "Traveller": "Traveller", + "Event": "Event" +} From b200c9da9d5f09c319b5270c5a7690eb803a3212 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 14:34:19 -0800 Subject: [PATCH 07/23] simplify language mapping to always use english card type tags - we never show them in the generated pdf anyway --- card_db/de/mapping.json | 15 - card_db/en_us/mapping.json | 15 - card_db/it/cards.json | 580 ++++++++++++++++++------------------- card_db/it/mapping.json | 11 - dominion_tabs.py | 6 +- 5 files changed, 291 insertions(+), 336 deletions(-) diff --git a/card_db/de/mapping.json b/card_db/de/mapping.json index 40b12ca..2c63c08 100644 --- a/card_db/de/mapping.json +++ b/card_db/de/mapping.json @@ -1,17 +1,2 @@ { - "Action": "Action", - "Victory": "Victory", - "Attack": "Attack", - "Treasure": "Treasure", - "Reaction": "Reaction", - "Duration": "Duration", - "Prize": "Prize", - "Shelter": "Shelter", - "Ruins": "Ruins", - "Looter": "Looter", - "Curse": "Curse", - "Blank": "Blank", - "Reserve": "Reserve", - "Traveller": "Traveller", - "Event": "Event" } diff --git a/card_db/en_us/mapping.json b/card_db/en_us/mapping.json index 40b12ca..2c63c08 100644 --- a/card_db/en_us/mapping.json +++ b/card_db/en_us/mapping.json @@ -1,17 +1,2 @@ { - "Action": "Action", - "Victory": "Victory", - "Attack": "Attack", - "Treasure": "Treasure", - "Reaction": "Reaction", - "Duration": "Duration", - "Prize": "Prize", - "Shelter": "Shelter", - "Ruins": "Ruins", - "Looter": "Looter", - "Curse": "Curse", - "Blank": "Blank", - "Reserve": "Reserve", - "Traveller": "Traveller", - "Event": "Event" } diff --git a/card_db/it/cards.json b/card_db/it/cards.json index 028df9e..c2aba14 100644 --- a/card_db/it/cards.json +++ b/card_db/it/cards.json @@ -7,7 +7,7 @@ "name": "Sotterraneo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -18,7 +18,7 @@ "name": "Cappella", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -29,8 +29,8 @@ "name": "Fossato", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -41,7 +41,7 @@ "name": "Cancelliere", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -52,7 +52,7 @@ "name": "Villaggio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -63,7 +63,7 @@ "name": "Taglialegna", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -74,7 +74,7 @@ "name": "Officina", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -85,8 +85,8 @@ "name": "Burocrate", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -97,7 +97,7 @@ "name": "Banchetto", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -108,7 +108,7 @@ "name": "Giardini", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -119,8 +119,8 @@ "name": "Milizia", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -131,7 +131,7 @@ "name": "Usuraio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -142,7 +142,7 @@ "name": "Miglioria", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -153,7 +153,7 @@ "name": "Fucina", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -164,8 +164,8 @@ "name": "Spia", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -176,8 +176,8 @@ "name": "Ladro", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -188,7 +188,7 @@ "name": "Sala del Trono", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -199,7 +199,7 @@ "name": "Sala del Consiglio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -210,7 +210,7 @@ "name": "Fiera", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -221,7 +221,7 @@ "name": "Laboratorio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -232,7 +232,7 @@ "name": "Biblioteca", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -243,7 +243,7 @@ "name": "Mercato", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -254,7 +254,7 @@ "name": "Miniera", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -265,8 +265,8 @@ "name": "Strega", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -277,7 +277,7 @@ "name": "Esploratore", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -288,7 +288,7 @@ "name": "Cortile di Campagna", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -299,7 +299,7 @@ "name": "Pedina", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -310,8 +310,8 @@ "name": "Stanza Segreta", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -322,8 +322,8 @@ "name": "Grande Salone", "potcost": 0, "types": [ - "Azione", - "Vittoria" + "Action", + "Victory" ] }, { @@ -334,7 +334,7 @@ "name": "Ballo in Maschera", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -345,7 +345,7 @@ "name": "Baraccopoli", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -356,7 +356,7 @@ "name": "Maggiordomo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -367,8 +367,8 @@ "name": "Truffatore", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -379,7 +379,7 @@ "name": "Pozzo dei Desideri", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -390,7 +390,7 @@ "name": "Barone", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -401,7 +401,7 @@ "name": "Ponte", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -412,7 +412,7 @@ "name": "Cospiratore", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -423,7 +423,7 @@ "name": "Battirame", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -434,7 +434,7 @@ "name": "Fonderia", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -445,7 +445,7 @@ "name": "Villaggio Minerario", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -456,7 +456,7 @@ "name": "Scout", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -467,7 +467,7 @@ "name": "Duca", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -478,8 +478,8 @@ "name": "Tirapiedi", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -490,8 +490,8 @@ "name": "Sabotatore", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -502,8 +502,8 @@ "name": "Carceriere", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -514,7 +514,7 @@ "name": "Stazione Commerciale", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -525,7 +525,7 @@ "name": "Tributo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -536,7 +536,7 @@ "name": "Potenziameno", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -547,8 +547,8 @@ "name": "Harem", "potcost": 0, "types": [ - "Tesoro", - "Vittoria" + "Treasure", + "Victory" ] }, { @@ -559,8 +559,8 @@ "name": "Nobili", "potcost": 0, "types": [ - "Azione", - "Vittoria" + "Action", + "Victory" ] }, { @@ -571,7 +571,7 @@ "name": "Embargo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -582,8 +582,8 @@ "name": "Rada", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -594,8 +594,8 @@ "name": "Faro", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -606,7 +606,7 @@ "name": "Villaggio Indigeno", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -617,7 +617,7 @@ "name": "Pescatore di Perle", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -628,8 +628,8 @@ "name": "Ambasciatore", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -640,8 +640,8 @@ "name": "Villaggio di Pescatori", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -652,7 +652,7 @@ "name": "Vedetta", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -663,7 +663,7 @@ "name": "Contrabbandieri", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -674,7 +674,7 @@ "name": "Magazzino", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -685,8 +685,8 @@ "name": "Carovana", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -697,8 +697,8 @@ "name": "Borseggiatore", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -709,8 +709,8 @@ "name": "Isola", "potcost": 0, "types": [ - "Azione", - "Vittoria" + "Action", + "Victory" ] }, { @@ -721,7 +721,7 @@ "name": "Navigatore", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -732,8 +732,8 @@ "name": "Nave Pirata", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -744,7 +744,7 @@ "name": "Recupero", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -755,8 +755,8 @@ "name": "Megera dei Mari", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -767,7 +767,7 @@ "name": "Mappa del Tesoro", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -778,7 +778,7 @@ "name": "Bazaar", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -789,7 +789,7 @@ "name": "Avventuriero", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -800,8 +800,8 @@ "name": "Nave Fantasma", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -812,8 +812,8 @@ "name": "Nave Mercantile", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -824,8 +824,8 @@ "name": "Avamposto", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -836,8 +836,8 @@ "name": "Stratega", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -848,7 +848,7 @@ "name": "Tesoro", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -859,8 +859,8 @@ "name": "Molo", "potcost": 0, "types": [ - "Azione", - "Durata" + "Action", + "Duration" ] }, { @@ -871,7 +871,7 @@ "name": "Trasmutazione", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -882,7 +882,7 @@ "name": "Vigna", "potcost": 1, "types": [ - "Vittoria" + "Victory" ] }, { @@ -893,7 +893,7 @@ "name": "Farmacista", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -904,7 +904,7 @@ "name": "Erborista", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -915,8 +915,8 @@ "name": "Divinazione", "potcost": 1, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -927,7 +927,7 @@ "name": "Università", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -938,7 +938,7 @@ "name": "Alchimista", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -949,8 +949,8 @@ "name": "Famiglio", "potcost": 1, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -961,7 +961,7 @@ "name": "Pietra Filosofale", "potcost": 1, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -972,7 +972,7 @@ "name": "Golem", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -983,7 +983,7 @@ "name": "Apprendista", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -994,7 +994,7 @@ "name": "Possessione", "potcost": 1, "types": [ - "Azione" + "Action" ] }, { @@ -1005,7 +1005,7 @@ "name": "Prestito", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1016,7 +1016,7 @@ "name": "Mercante", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1027,7 +1027,7 @@ "name": "Torre di Guardia", "potcost": 0, "types": [ - "Reazione" + "Reaction" ] }, { @@ -1038,7 +1038,7 @@ "name": "Vescovo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1049,7 +1049,7 @@ "name": "Monumento", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1060,7 +1060,7 @@ "name": "Cava", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1071,7 +1071,7 @@ "name": "Talismano", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1082,7 +1082,7 @@ "name": "Cantiere", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1093,7 +1093,7 @@ "name": "Città", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1104,7 +1104,7 @@ "name": "Contrabbando", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1115,7 +1115,7 @@ "name": "Contabilità", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1126,7 +1126,7 @@ "name": "Zecca", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1137,8 +1137,8 @@ "name": "Ciarlatano", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1149,8 +1149,8 @@ "name": "Tumulto", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1161,7 +1161,7 @@ "name": "Sigillo Reale", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1172,7 +1172,7 @@ "name": "Nascondiglio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1183,7 +1183,7 @@ "name": "Soldo", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1194,8 +1194,8 @@ "name": "Scagnozzi", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1206,7 +1206,7 @@ "name": "Mercato di Lusso", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1217,7 +1217,7 @@ "name": "Mucchio", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1228,7 +1228,7 @@ "name": "Banca", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1239,7 +1239,7 @@ "name": "Ampliamento", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1250,7 +1250,7 @@ "name": "Incastonare", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1261,7 +1261,7 @@ "name": "Corte", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1272,7 +1272,7 @@ "name": "Ambulante", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1283,7 +1283,7 @@ "name": "Black Market", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1294,7 +1294,7 @@ "name": "Envoy", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1305,7 +1305,7 @@ "name": "Stash", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1316,7 +1316,7 @@ "name": "Walled Village", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1327,7 +1327,7 @@ "name": "Governor", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1338,7 +1338,7 @@ "name": "Prince", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1349,7 +1349,7 @@ "name": "Rame", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1360,7 +1360,7 @@ "name": "Argento", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1371,7 +1371,7 @@ "name": "Oro", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1382,7 +1382,7 @@ "name": "Platino", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1393,7 +1393,7 @@ "name": "Pozione", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1404,7 +1404,7 @@ "name": "Maledizione", "potcost": 0, "types": [ - "Maledizione" + "Curse" ] }, { @@ -1415,7 +1415,7 @@ "name": "Tenuta", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1426,7 +1426,7 @@ "name": "Ducato", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1437,7 +1437,7 @@ "name": "Provincia", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1448,7 +1448,7 @@ "name": "Colonia", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1459,7 +1459,7 @@ "name": "Carte Eliminate", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1470,8 +1470,8 @@ "name": "Borsa d'Oro", "potcost": 0, "types": [ - "Azione", - "Premio" + "Action", + "Prize" ] }, { @@ -1482,8 +1482,8 @@ "name": "Diadema", "potcost": 0, "types": [ - "Tesoro", - "Premio" + "Treasure", + "Prize" ] }, { @@ -1494,9 +1494,9 @@ "name": "Seguaci", "potcost": 0, "types": [ - "Azione", - "Attacco", - "Premio" + "Action", + "Attack", + "Prize" ] }, { @@ -1507,8 +1507,8 @@ "name": "Principessa", "potcost": 0, "types": [ - "Azione", - "Premio" + "Action", + "Prize" ] }, { @@ -1519,8 +1519,8 @@ "name": "Destriero Fedele", "potcost": 0, "types": [ - "Azione", - "Premio" + "Action", + "Prize" ] }, { @@ -1531,7 +1531,7 @@ "name": "Borgo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1542,8 +1542,8 @@ "name": "Indovina", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1554,7 +1554,7 @@ "name": "Serraglio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1565,7 +1565,7 @@ "name": "Villaggio Agricolo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1576,8 +1576,8 @@ "name": "Mercante di Cavalli", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -1588,7 +1588,7 @@ "name": "Rifacimento", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1599,7 +1599,7 @@ "name": "Torneo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1610,8 +1610,8 @@ "name": "Giovane Strega", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1622,7 +1622,7 @@ "name": "Mietitura", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1633,7 +1633,7 @@ "name": "Cornucopia", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1644,7 +1644,7 @@ "name": "Battuta di Caccia", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1655,8 +1655,8 @@ "name": "Giullare", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1667,7 +1667,7 @@ "name": "Mercatino", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1678,7 +1678,7 @@ "name": "Incrocio", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1689,7 +1689,7 @@ "name": "Duchessa", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1700,8 +1700,8 @@ "name": "Oro dello Stolto", "potcost": 0, "types": [ - "Tesoro", - "Reazione" + "Treasure", + "Reaction" ] }, { @@ -1712,7 +1712,7 @@ "name": "Sviluppo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1723,7 +1723,7 @@ "name": "Oasi", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1734,8 +1734,8 @@ "name": "Oracolo", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1746,7 +1746,7 @@ "name": "Macchinazione", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1757,8 +1757,8 @@ "name": "Galleria", "potcost": 0, "types": [ - "Vittoria", - "Reazione" + "Victory", + "Reaction" ] }, { @@ -1769,7 +1769,7 @@ "name": "Tuttofare", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1780,8 +1780,8 @@ "name": "Ladro Gentiluomo", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1792,7 +1792,7 @@ "name": "Campo Nomadi", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1803,7 +1803,7 @@ "name": "Via della Seta", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1814,7 +1814,7 @@ "name": "Mercante di Spezia", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1825,8 +1825,8 @@ "name": "Commerciante", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -1837,7 +1837,7 @@ "name": "Forziere", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1848,7 +1848,7 @@ "name": "Cartografo", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1859,7 +1859,7 @@ "name": "Diplomatico", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1870,7 +1870,7 @@ "name": "Contrattazione", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1881,7 +1881,7 @@ "name": "Strada Maestra", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1892,7 +1892,7 @@ "name": "Infame Profitto", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -1903,7 +1903,7 @@ "name": "Locanda", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1914,7 +1914,7 @@ "name": "Mandarino", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1925,8 +1925,8 @@ "name": "Margravio", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -1937,7 +1937,7 @@ "name": "Stalla", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1948,7 +1948,7 @@ "name": "Villaggio di Frontiera", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1959,7 +1959,7 @@ "name": "Terra Coltivata", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -1970,7 +1970,7 @@ "name": "Ruins", "potcost": 0, "types": [ - "Azione", + "Action", "Ruins" ] }, @@ -1982,7 +1982,7 @@ "name": "Madman", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -1993,7 +1993,7 @@ "name": "Spoils", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -2004,7 +2004,7 @@ "name": "Hovel", "potcost": 0, "types": [ - "Reazione", + "Reaction", "Shelter" ] }, @@ -2016,7 +2016,7 @@ "name": "Necropolis", "potcost": 0, "types": [ - "Azione", + "Action", "Shelter" ] }, @@ -2028,7 +2028,7 @@ "name": "Overgrown Estate", "potcost": 0, "types": [ - "Vittoria", + "Victory", "Shelter" ] }, @@ -2040,7 +2040,7 @@ "name": "Poor House", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2051,7 +2051,7 @@ "name": "Squire", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2062,7 +2062,7 @@ "name": "Vagrant", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2073,7 +2073,7 @@ "name": "Hermit", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2084,7 +2084,7 @@ "name": "Sage", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2095,7 +2095,7 @@ "name": "Feodum", "potcost": 0, "types": [ - "Vittoria" + "Victory" ] }, { @@ -2106,7 +2106,7 @@ "name": "Fortress", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2117,7 +2117,7 @@ "name": "Ironmonger", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2128,7 +2128,7 @@ "name": "Procession", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2139,7 +2139,7 @@ "name": "Rats", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2150,7 +2150,7 @@ "name": "Band of Misfits", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2161,7 +2161,7 @@ "name": "Bandit Camp", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2172,7 +2172,7 @@ "name": "Count", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2183,8 +2183,8 @@ "name": "Cultist", "potcost": 0, "types": [ - "Azione", - "Attacco", + "Action", + "Attack", "Looter" ] }, @@ -2196,7 +2196,7 @@ "name": "Graverobber", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2207,8 +2207,8 @@ "name": "Pillage", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -2219,7 +2219,7 @@ "name": "Scavenger", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2230,7 +2230,7 @@ "name": "Altar", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2241,7 +2241,7 @@ "name": "Armory", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2252,8 +2252,8 @@ "name": "Beggar", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -2264,7 +2264,7 @@ "name": "Catacombs", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2275,7 +2275,7 @@ "name": "Counterfeit", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -2286,7 +2286,7 @@ "name": "Death Cart", "potcost": 0, "types": [ - "Azione", + "Action", "Looter" ] }, @@ -2298,7 +2298,7 @@ "name": "Forager", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2309,7 +2309,7 @@ "name": "Junk Dealer", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2320,7 +2320,7 @@ "name": "Knights", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2331,7 +2331,7 @@ "name": "Marauder", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2342,8 +2342,8 @@ "name": "Market Square", "potcost": 0, "types": [ - "Azione", - "Reazione" + "Action", + "Reaction" ] }, { @@ -2354,7 +2354,7 @@ "name": "Rebuild", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2365,8 +2365,8 @@ "name": "Rogue", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -2377,7 +2377,7 @@ "name": "Storeroom", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2388,8 +2388,8 @@ "name": "Urchin", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -2400,7 +2400,7 @@ "name": "Wandering Minstrel", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2411,7 +2411,7 @@ "name": "Hunting Grounds", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2422,8 +2422,8 @@ "name": "Mercenary", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -2434,7 +2434,7 @@ "name": "Mystic", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2445,7 +2445,7 @@ "name": "Shelters", "potcost": 0, "types": [ - "Azione", + "Action", "Shelter" ] }, @@ -2457,7 +2457,7 @@ "name": "Urchin / Mercenary", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2468,7 +2468,7 @@ "name": "Hermit / Madman", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2479,7 +2479,7 @@ "name": "Advisor", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2490,7 +2490,7 @@ "name": "Baker", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2501,7 +2501,7 @@ "name": "Butcher", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2512,7 +2512,7 @@ "name": "Candlestick Maker", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2523,7 +2523,7 @@ "name": "Doctor", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2534,7 +2534,7 @@ "name": "Herald", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2545,7 +2545,7 @@ "name": "Journeyman", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2556,7 +2556,7 @@ "name": "Masterpiece", "potcost": 0, "types": [ - "Tesoro" + "Treasure" ] }, { @@ -2567,7 +2567,7 @@ "name": "Merchant Guild", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2578,7 +2578,7 @@ "name": "Plaza", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2589,8 +2589,8 @@ "name": "Soothsayer", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] }, { @@ -2601,7 +2601,7 @@ "name": "Stonemason", "potcost": 0, "types": [ - "Azione" + "Action" ] }, { @@ -2612,8 +2612,8 @@ "name": "Taxman", "potcost": 0, "types": [ - "Azione", - "Attacco" + "Action", + "Attack" ] } ] \ No newline at end of file diff --git a/card_db/it/mapping.json b/card_db/it/mapping.json index a08c885..c0b5788 100644 --- a/card_db/it/mapping.json +++ b/card_db/it/mapping.json @@ -1,15 +1,4 @@ { - "Azione": "Action", - "Vittoria": "Victory", - "Attacco": "Attack", - "Tesoro": "Treasure", - "Reazione": "Reaction", - "Durata": "Duration", - "Premio": "Prize", - "Looter": "Looter", - "Shelter": "Shelter", - "Ruins": "Ruins", - "Maledizione": "Curse", "alchimia": "alchemy", "intrigo": "intrigue", "nuovi orizzonti": "hinterlands", diff --git a/dominion_tabs.py b/dominion_tabs.py index 347baf7..4a89e31 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -162,11 +162,7 @@ class DominionTabs: @classmethod def getType(cls, typespec): - # Expansion is a custom tag inserted by code below - if typespec == ('Expansion',): - return cls.cardTypes[typespec] - mapped_spec = tuple([cls.language_mapping[t] for t in typespec]) - return cls.cardTypes[mapped_spec] + return cls.cardTypes[tuple(typespec)] setImages = { 'dominion': 'base_set.png', From d8de5db94a73e6e6312763439f4965412b34ca99 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 3 Nov 2015 14:48:16 -0800 Subject: [PATCH 08/23] delete text versions of italian card db --- card_db/it/dominion_card_extras.txt | 1096 --------------------------- card_db/it/dominion_cards.txt | 518 ------------- 2 files changed, 1614 deletions(-) delete mode 100644 card_db/it/dominion_card_extras.txt delete mode 100644 card_db/it/dominion_cards.txt diff --git a/card_db/it/dominion_card_extras.txt b/card_db/it/dominion_card_extras.txt deleted file mode 100644 index ae8f214..0000000 --- a/card_db/it/dominion_card_extras.txt +++ /dev/null @@ -1,1096 +0,0 @@ -:::Rame -60 carte per partita. -:::Argento -40 carte per partita. -:::Oro -30 carte per partita. -:::Tenuta -Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. -:::Ducato -Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.. -:::Provincia -Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. -Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori. -:::Carte Eliminate -:::Esploratore -Se finisce il mazzo mentre riveli carte, mescola. Non mescolarvi dentro le carte rivelate in quanto queste carte non vanno nella pila degli scarti finchè non finisci di rivelare carte. Se finisci le carte dopo aver mescolato ed hai trovato una sola carta Tesoro, metti in mano solo quella carta Tesoro. -:::Burocrate -Se non hai carte rimaste nel tuo mazzo quando giochi questa carta, la carta Argento che ottieni diventerà l'unica carta del tuo mazzo. Analogamente, se un altro giocatore non ha carte rimaste nel suo mazzo, la carta Vittoria che vi mette in cima diventerà l'unica carta del suo mazzo -. -:::Sotterraneo -Non puoi scartare il Sotterraneo con se stesso, siccome non è più nella tua mano quando ne risolvi l'effetto. Scegli quali carte scartare e le scarti tutte assieme. Peschi le carte solo dopo aver scartato. Se devi mescolare per pescare, le carte scartate si mesconlano con le altre -. -:::Cancelliere -Devi risolvere il Cancelliere (decidere se scartare o no il tuo mazzo) prima di fare altre cose nel tuo turno, come decidere cosa comprare o giocare un'altra carta Azione. Non puoi guardare nel tuo mazzo mentre lo scarti -. -:::Cappella -Non puoi eliminare la stessa Cappella dal momento che non si trova nella tua mano quando ne risolvi l'effetto. Potresti eliminare un'altra carta Cappella se fosse nella tua mano -. -:::Sala del Consiglio -Gli altri giocatori devono pescare una carta che lo vogliano o meno. Tutti i giocatori mescolano, se necessario. -:::Banchetto -La carta ottenuta finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Se usi Sala del Trono su Banchetto ottieni due carte, anche se puoi eliminare Banchetto solo una volta. Ottenere la carta non è legato all'eliminazione del Banchetto; sono solo due cose separata che la carte ti fa fare. -:::Fiera -Se giochi più di una Fiera, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne rimangono; il trucco funziona ogni volta (esempio: "Gioco Fiera e mi restano due Azioni. Gioco Mercato e mi restano due Azioni. Gioco un'altra Fiera e adesso mi restano tre Azioni...). -:::Giardini -Questa carta Regno è una carta Vittoria, non una carta Azione. Non serve a nulla fino alla fine della partita, quando varrà un punto vittoria per ogni 10 carte nel tuo mazzo (contando tutte le carte - la tua pila degli scarti e la tua mano fan parte del tuo mazzo a questo punto). Arrotonda per difetto; se hai 39 carte, Giardini vale 3 punti vittoria. Durante la preparazione, metti 12 Giardini nella Riserva per una partita a 3 o più giocatori, e 8 nella Riserva per un gioco a 2 giocatori. -:::Laboratorio -Pesca due carte. Puoi giocare un'altra carta Azione durante la tua fase Azione. -:::Biblioteca -Se devi mescolare mentre risolvi questa carta, le carte messe da parte non vengono mescolate nel nuovo mazzo. Saranno scartate quando avrai finito di pescare carte. Se finisci le carte anche dopo aver mescolato, metti in mano solo quelle che hai potuto pescare. Non sei obbligato a mettere da parte le Azioni, è una tua scelta. Se hai 7 o più carte in mano quando giochi la Biblioteca, non peschi nessuna carta. -:::Mercato -Pesca una carta. Puoi giocare un'altra carta Azione nella tua fase Azione. Durante la tua fase Acquisto, puoi comprare una carta addizionale dalla Riserva, e aggiungi una Moneta al valore totale delle carte Tesoro giocate. -:::Milizia -I giocatori attaccati scartano carte fino ad avere solo 3 carte in mano. I giocatori che avevano 3 o meno carte in mano quando Milizia è stata giocata non scartano nessuna carta. -:::Miniera -Generalmente, puoi eliminare un Rame ed ottenere un Argento, o eliminare un Argento e ottenere un Oro. D'altra parte, puoi anche eliminare un Tesoro per ottenere lo stesso Tesoro o uno che costi di meno. La carta ottenuta finisce nella tua mano; quindi, puoi spenderla nello stesso turno. Se non hai una carta Tesoro in mano da eliminare, non puoi ottenere nulla. -:::Fossato -Una carta Attacco è una carta con la scritta "Attacco" sul fondo (di solto, "Azione - Attacco"). Quando qualcun'altro gioca una carta Attacco, puoi rivelare il Fossato mostrandolo dalla tua mano agli altri giocatori per poi rimetterlo in mano (prima che si risolva la carta Attacco). La carta Attacco non ha quindi effetto su di te. Non otterrai una Maledizione a causa di una Strega o rivelare una carta a una Spia, e così via. Il Fossato non ferma nulla di quel che l'Attacco fa agli altri giocatori o a chi lo gioca; per esempio, se tutti rispondono col Fossato ad una Strega, la persona che ha giocato la Strega pesca comunque 2 carte. Il Fossato può anche essere giocato nel tuo turno come un'Azione per pescare 2 carte. -:::Usuraio -Se non hai un Rame nella tua mano da eliminare, non ottieni le 3 Monete in più da spendere durante la fase Acquisto. -:::Miglioria -Non puoi eliminare la Miglioria dal momento che non si trova nella tua mano nel momento in cui risolvi l'Azione (puoi eliminare un'altra carta Miglioria dalla tua mano). Se non hai una carta da eliminare, non puoi ottenere carte dalla Miglioria. La carta ottenuta finisce nella tua pila degli scarti. Puoi ottenere carte solo dalla Riserva. La carta ottenuta non deve per forza costare esattamente 2 Monete in più della carta eliminata; può costare qualunque valore uguale o inferiore. Non puoi usare Monete da carte Tesoro o precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Puoi eliminare una carta per ottenere una copia della stessa carta. -:::Fucina -Pesca tre carte. -:::Spia -La Spia porta tutti i giocatori, incluso chi l'ha giocata, a rivelare la carta in cima al proprio mazzo. Nota che peschi la tua carta per aver giocato la Spia prima che qualsiasi carta venga rivelata. Chiunque non abbia carta rimaste nel mazzo deve mescolare per avere qualcosa da rivelare. Chiunque non abbia carte nonostante aver mescolato non rivela nulla. Il primo a rivelare è chi ha giocato la carta, quindi gli altri in ordine di turno. Le carte rivelate che non sono scartate tornano in cima al loro mazzo. -:::Ladro -Un giocatore con solo una carta rimasta nel mazzo rivela quella carta e poi mescola per avere l'altra carta da rivelare (senza includere la carta appena rivelata); un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che nonostante abbia mescolato non possegga le due carte da rivelare rivela quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato il Ladro, quindi quest'ultimo può ottenere qualsiasi carta eliminata che voglia. Si possono ottenere solo i Tesori appena eliminati, non quelli eliminati nei precedenti turni. Si possono ottenere tutti, alcuni o nessuno. I Tesori ottenuti vanno nella pila degli scarti. Quelli non ottenuti restano nella Pila delle Carte Eliminate. -:::Sala del Trono -Scegli un'altra carta Azione dalla tua mano, giocala, e poi giocala ancora. Il secondo utilizzo della carta Azione non usa alcuna Azione extra che tu possa avere. Risolvi completamente il giocare l'Azione per la prima volta prima di giocarla la seconda volta. Se usi Sala del Trono con un'altra Sala del Trono, giochi un'Azione, la usi due volte, quindi giochi un'altra Azione e la usi due volte: non risolvi una singola Azione quattro volte. Se usi Sala del Trono su una carta che ti da' +1 Azione, come Mercato, finirai con 2 Azioni rimaste al termine, che è interessante dal momento che se avessi davvero giocato due Mercato di fila avresti 1 Azione rimasta. Ricorda di contare il numero di Azioni che ti rimangono ad alta voce per non confonderti! Non puoi giocare altre Azioni fra la prima e la seconda volta che risolvi l'Azione della Sala del Trono. -:::Villaggio -Se stai giocando più di un Villaggio, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne restano, questo trucco funziona tutte le volte. -:::Strega -Se non ci sono abbastanza Maledizioni rimaste da dare a tutti quando giochi la Strega, le distribuisci in ordine di turno a cominciare dal giocatore che ti è successivo. Se giochi Strega quando non ci sono Maledizioni rimaste, peschi comunque 2 carte. Un giocatore che ottenga una Maledizione la mette a faccia in su nella sua pila degli scarti. -:::Taglialegna -Durante la tua fase Acquisto, aggiungi 2 Monete al valore totale delle carte Tesoro che hai giocato, e puoi comprare un'ulteriore carta dalla Riserva. -:::Officina -La carta che ottieni finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che puoi ottenere. [Non puoi ottenere carte che abbiano una Pozione nel costo con l'Officina.] -::: --Se fai giocare a un altro giocatore un Attacco tramite la Possessione, questo Attacco ti colpirà come farebbe normalmente. Se vuoi usare una Reazione in risposta all'Attacco (come Stanza Segreta da Intrigo), sarai tu a rivelare la Reazione, non il giocatore Posseduto.-Possessione fa in modo che sia giocato un turno extra, come fa la carta Avamposto (da Seaside). Il turno extra avviene solo dopo che questo turno è completamente terminato (hai scartato tutto e pescato la prossima mano). L'Avamposto impedisce a se stesso di dare due turni extra a chi lo gioca, non impedisce di farlo ad altre carte o alle regole. Se giochi sia Avamposto che Possessione nello stesso turno, avviene prima il turno extra di Avamposto (tuo), poi quello di Possessione (suo). Son su giocatori diversi, quindi avvengono entrambi. Se fai giocare a qualcuno Avamposto mentre è Posseduto, sarà lui ad ottenere il turno extra, non tu; se fai giocare a qualcuno Possessione mentre lo Possiedi, ciò comporterà che il giocatore Posseduto Possiederà il giocatore alla propria sinistra (non tu). I turni di Possessione (ed altri tipi di turno extra) non contano per lo spareggio. Una volta che la partita è terminata, non si giocano altri turni, nemmeno turni extra da Possessione e Avamposto.-A differenza di Avamposto, Possessione non è una carta Durata. E' scartata nella fase Pulizia del turno in cui la giochi.-Possessione è cumulativa; se la giochi due volte in un turno, ci saranno due turni extra dopo di questo. -:::Maledizione -Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva. -::: -Set da dieci raccomandati da Seaside:Mare Aperto:Bazaar, Carovana, Embargo, Avventuriero, Rada, Isola, Vedetta, Nave Pirata, Contrabbandieri, MoloTesori Sepolti: Ambasciatore, Borseggiatore, Villaggio di Pescatori, Faro, Avamposto, Pescatore di Perle, Stratega, Mappa del Tesoro, Magazzino, MoloNaufragi: Nave Fantasma, Nave Mercantile, Villaggio Indigeno, Navigatore, Pescatore di Perle, Recupero, Megera dei Mari, Contrabbandieri, Tesoro, MagazzinoIn Cerca del Domani: Esploratore, Sotterraneo, Sala del Consiglio, Borseggiatore, Nave Fantasma, Vedetta, Megera dei Mari, Spia, Mappa del Tesoro, VillaggioRipetizione: Carovana, Cancelliere, Avventuriero, Fiera, Milizia, Avamposto, Pescatore di Perle, Nave Pirata, Tesoro, OfficinaPrendi e Dai: Ambasciatore, Villaggio di Pescatori, Rada, Isola, Biblioteca, Mercato, Usuraio, Recupero, Contrabbandieri, StregaSet da dieci raccomandati da Alchimia:Arti Proibite: Apprendista, Famiglio, Possessione, Università, Sotterraneo, Sala del Consiglio, Giardini, Laboratorio, Ladro e Sala del TronoMescolatori di Pozioni: Alchimista, Farmacista, Golem, Erborista, Trasmutazione, Sotterraneo, Cancelliere, Fiera, Milizia e FucinaLezione di Chimica: Alchimista, Golem, Pietra Filosofale, Università, Burocrate, Mercato, Fossato, Miglioria, Strega e TaglialegnaServitori: Golem, Possessione, Divinazione, Trasmutazione, Vigna, Cospiratori, Grande Salone, Tirapiedi, Pedina e MaggiordomoRicerca Segreta: Famiglio, Erborista, Pietra Filosofale, Università, Ponte, Ballo in Maschera, Tirapiedi, Nobili, Baraccopoli e CarcerierePozze, Attrezzi e Folli: Farmacista, Apprendista, Golem, Divinazione, Barone, Battirame, Fonderia, Nobili, Stazione Commerciale e Pozzo dei Desideri7 Rame e 3 Tenute.Set da dieci raccomandati da Dominion:Prima Partita: Sotterraneo, Mercato, Milizia, Miniera, Fossato, Miglioria, Fucina, Villaggio, Taglialegna, OfficinaGrandi Soldi: Esploratore, Burocrate, Cancelliere, Cappella, Banchetto, Laboratorio, Mercato, Miniera, Usuraio, Sala del TronoInterazione: Burocrate, Cancelliere, Sala del Consiglio, Fiera, Biblioteca, Milizia, Fossato, Spia, Ladro, VillaggioDistorsione: Sotterraneo, Cappella, Banchetto, Giardini, Laboratorio, Ladro, Villaggio, Strega, Taglialegna, OfficinaPiazza del Villaggio: Burocrate, Sotterraneo, Fiera, Biblioteca, Mercato, Miglioria, Fucina, Sala del Trono, Villaggio, TaglialegnaSet da dieci raccomandati da Intrigo:Danza della Vittoria: Ponte, Duca, Grande Salone, Harem, Fonderia, Ballo in Maschera, Nobili, Pedina, Scout, PotenziamentoMacchinazioni Segrete: Cospiratori, Harem, Fonderia, Pedina, Sabotatore, Baraccopoli, Maggiordomo, Truffatori, Stazione Commerciale, TributoMigliori Auguri: Battirame, Cortile di Campagna, Ballo in Maschera, Scout, Baraccopoli, Maggiordomo, Carceriere, Stazione Commerciale, Potenziamento, Pozzo dei DesideriDecostruzione: Ponte, Villaggio Minerario, Migliori, Sabotatore, Stanza Segreta, Spia, Truffatore, Ladro, Sala del Trono, CarceriereFollia di Mano: Burocrate, Cancelliere, Sala del Consiglio, Cortile di Campagna, Miniera, Milizia, Tirapiedi, Nobili, Maggiordomo, CarceriereServitori: Barone, Sotterraneo, Fiera, Biblioteca, Ballo in Maschera, Tirapiedi, Nobili, Pedina, Maggiordomo, Strega -:::Barone -Non sei obbligato a scartare una Tenuta, anche se ce l'hai in mano. Ad ogni modo, se non scarti una Tenuta, devi ottenerne una (se ne rimangono); non puoi scegliere di avere solo +1 Acquisto da questa carta. -:::Ponte -I costi sono di 1 Moneta più bassa ai fini di tutto quanto. Per esempio, se giochi Villaggio, poi Ponte, poi Officina, potresti usare Officina per ottenere un Ducato (visto che ora il Ducato costa 4, grazie al Ponte). Quindi, se hai giocato 3 Monete, potresti comprare un Argento (per 2 Monete) e una Tenuta (per una Moneta). L'effetto vale anche per le carte nei mazzi dei giocatori. L'effetto è cumulativo; se usi Sala del Trono su un Ponte, tutte le carte costeranno 2 Monete in meno in questo turno. I costi non vanno mai sotto 0 Monete. Per questo motivo, se giochi Ponte seguito da Potenziamento, potresti eliminare un Rame (che ancora costa 0, anche se hai giocato Ponte) e ottenere una Pedina (che costa 1 dopo aver giocato Ponte). -:::Cospiratore -Verifichi se Cospiratori ti conferisce +1 Carta e +1 Azione dopo averlo giocato. Le carte Azione giocate successivamente nel turno non cambiano questa valutazione. Ai fini del contare le Azioni, se usi Sala del Trono su di una Azione, è un'Azione per la Sala del Trono, una per l'Azione selezionata giocata la prima volta, e una per l'Azione selezionata giocata la seconda volta. Per esempio, se usi Sala del Trono su Cospiratori, il primo Cospiratori sarà la tua seconda Azione, e non ti darà +1 Carta e +1 Azione, ma il secondo Cospiratori sarà la tua terza Azione, ed otterrai +1 Carta e +1 Azione per questo secondo Cospiratori. Le carte Azione - Vittoria sono Azioni. -:::Battirame -Questo cambia solo quanti soldi ottieni quando giochi Rame. L'effetto è cumulativo; se usi Sala del Trono su Battirame, ogni Rame che giocherai in quel turno produrrà 3 Monete. -:::Cortile di Campagna -Peschi carte e le aggiungi alla tua mano prima di metterne una sul mazzo. La carta che poni sul mazzo può essere qualsiasi carta nella tua mano, non deve per forza essere una delle tre appena pescate. -:::Duca -Questa carta non fa nulla fino alla fine della partita, quando varrà 1 PV per ogni Ducato in tuo possesso. Se contino tutte le tue carte, la tua pila degli scarti e la tua mano sono parte del mazzo a quel punto. Durante la preparazione, metti 12 Duchi nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Grande Salone -Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, peschi una carta e puoi giocare un'altra Azione. Alla fine della partita vale 1 PV, come una Tenuta. Durante la preparazione, metti 12 Grandi Saloni nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Harem -Questa è sia una carta Tesoro che una carta Vittoria. Puoi giocarla per 2 Monete, proprio come una carta Argento. Alla fine della partita, vale 2 PV. Durante la preparazione, metti 12 Harem nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Fonderia -La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti. Ottieni un bonus a seconda del tipo di carta ottenuta. Una carta di due tipi ti fornisce entrambi i bonus; se usi Fonderia per ottenere un Grande Salone, pescherai una carta (visto che Grande Salone è una carta Vittoria) e potrai giocare un'altra Azione (visto che Grande Salone è una carta Azione). I costi delle carte sono modificati dal Ponte. [Non puoi ottenere una carta con una Pozione nel costo grazie a Fonderia.] -:::Ballo in Maschera -Prima peschi 2 carte. Successivamente, ogni giocatore (simultaneamente) scelgono una carta dalla propria mano e la mettono a faccia in giù sul tavolo fra loro e il giocatore alla loro sinistra. Il giocatore alla sinistra quindi mette questa carta nella propria mano. Le carte vengono passate simultaneamente, quindi non puoi guardare quale carta ti viene passata finchè non hai scelto quella da passare. Infine, puoi eliminare una carta dalla tua mano. Solo il giocatore che ha giocato Ballo in Maschera può eliminare una carta. Questo non è un Attacco e non vi si può rispondere con Fossato o Stanza Segreta. -:::Villaggio Minerario -Devi decidere se eliminare o meno il Villaggio Minerario prima di passare ad altre Azioni o ad altre fasi. Ottieni +1 Carta e +2 Azioni, che tu lo elimini no. Se lo elimini ricevi anche +2 Monete. Se usi Sala del Trono su un Villaggio Minerario, non puoi eliminare due volte Villaggio Minerario. Riceverai +1 Carta, +2 Azioni e +2 Monete la prima volta che lo giocherai ed eliminerai, e quando lo giocherai la seconda volta grazie a Sala del Trono avrai +1 Carta, +2 Azioni ma non potrai eliminarlo di nuovo. -:::Tirapiedi -Ricevi +1 Azione qualunque scelta tu faccia. Le scelte sono +2 Monete, o tutto il resto: scartare, pescare 4 carte, e far scartare e pescare tutti gli altri giocatori. Un giocatore che reagisca col Fossato non scarta e non pesca. Gli altri giocatori vengono influenzati da questa carta solo se hanno 5 o più carte nelle loro mani. Gli altri giocatori possono usare Stanza Segreta quando giochi Tirapiedi anche se non hanno 5 o più carte nelle loro mani. [Scegli come usare Tirapiedi dopo che gli altri giocatori hanno rivelato le loro Reazioni.] -:::Nobili -Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, scegli se pescare 3 carte o avere altre 2 Azioni da giocare; uno o l'altro. Alla fine della partita, questa carta vale 2 PV. Durante la preparazione, metti 12 Nobili nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Pedina -Prima scegli 2 fra le 4 opzioni. Non puoi scegliere la stesso opzione due volte. Dopo averle scelte entrambe, eseguile entrambe, nell'ordine che preferisci. Non puoi scegliere di pescare una carta e fare la seconda scelta dopo aver visto la carta pescata. -:::Sabotatore -Ogni altro giocatore rivela le carte dalla cima del proprio mazzo fino a quando non rivela una carta che costi 3 Monete o più. Se un giocatore deve mescolare per continuare a rivelare carte, non rimescola nel mazzo le carte già rivelate. Se rivela tutto il suo mazzo senza trovare nessuna carta che costi 3 o più Monete, semplicemente scarta tutte le carte rivelata. Se rivela una carta che costi 3 o più Monete, la elimina e può quindi scegliere di ottenere una carta che costi al massimo 2 Monete in meno della carta eliminata. Per esempio, se avesse eliminato una carta che costa 5 Monete, potrebbe ottenere una carta che valga fino a 3 Monete. La carta ottenuta deve venire dalla Riserva ed è messa nella sua pila degli scarti, così come lo sono le sue carte rivelate. I costi delle carte sono modificati dal Ponte. -:::Scout -Se ci sono meno di 4 carte rimaste nel tuo mazzo, rivela tutte le carte rimaste, mescola la tua pila degli scarti (che non include le carte appena rivelate), quindi rivela il resto delle carte necessarie. Le carte Azione - Vittoria sono carte Vittoria. Le carte Maledizione non sono carte Vittoria. Metti in mano tutte le carte Vittoria rivelate; non puoi lasciarne alcune in cima al mazzo. Non sei tenuto a rivelare l'ordine in cui rimetti le carte in cima al mazzo. -:::Stanza Segreta -Quando giochi questa carta come Azione nel tuo turno, prima scarti qualsiasi numero di carte dalla tua mano, quindi ottieni 1 Moneta per ogni carta scartata. Puoi scegliere di scartare 0 carte, ottenendo zero Monete. L'altra abilità non fa nulla in questo caso in quanto si usa solo come Reazione. Quando qualcun'altro usa una carta Attacco, puoi rivelare Stanza Segreta dalla tua mano. Se lo fai, innanzitutto pesca 2 carte, quindi metti sul tuo mazzo 2 carte dalla tua mano in qualsiasi ordine. Le carte che metti sul mazzo non devono necessariamente essere quelle che hai pescato. Puoi anche mettere sul mazzo la Stanza Segreta stessa; è ancora nella tua mano quando la riveli. Rivelare la Stanza Segreta avviene prima che qualsiasi Attacco abbia effetto su di te. Per esempio, se un altro giocatore usa Ladro, puoi rivelare Stanza Segreta, pescare 2 carte, metterne sul mazzo 2, e quindi risolvere il venir colpito dal Ladro. Puoi rivelare Stanza Segreta ogni volta che un giocatore usa una carta Attacco, anche se quell'attacco non ti influenzerebbe. Inoltre, puoi rivelare più di una carta Reazione in risposta a un Attacco. Per esempio, dopo aver rivelato Stanza Segreta in risposta ad un Attacco ed averne risolto l'effetto, puoi ancora rivelare un Fossato per evitare completamente l'Attacco. -:::Baraccopoli -Ricevi 2 ulteriori Azioni da giocare a prescindere da tutto. Quindi devi rivelare la tua mano. Se non hai carte Azione in mano, peschi 2 carte. Se la prima carta che peschi è una carta Azione, peschi comunque la seconda carta. Le carte Azione - Vittoria sono carte Azione. -:::Maggiordomo -Se scegli di eliminare 2 carte ed hai 2 o più carte in mano dopo aver giocato Maggiordomo, devi eliminare esattamente 2 carte. Puoi scegliere di eliminare 2 carte anche se hai solo una carta rimasta nella tua mano dopo aver giocato Maggiordomo; elimini solamente la carta rimasta. Non puoi prendere parte dei bonus: peschi 2 carte, ricevi 2 Monete, o elimini 2 carte. -:::Truffatore -Un giocatore senza carte rimaste nel mazzo deve prima mescolare; un giocatore che nonostante abbia mescolato sia ancora senza carte non elimina e non ottiene nulla. Il Truffatore si risolve in ordine di turno a cominciare dal giocatore alla tua sinistra. Le carte ottenute vanno nella pila degli scarti. Se un giocatore elimina una carta che costa 0, come un Rama, puoi scegliere di dargli una Maledizione (se ne rimangono). Puoi dare a un giocatore un'altra copia della carta eliminata. Le carte ottenute devono venire dalla Riserva, e devi scegliere una carta ancora presente se puoi (non puoi scegliere un mazzetto esaurito). Se non ci sono carte nella Riserva dello stesso costo di una carta eliminata, non viene ottenuta alcuna carta. Un giocatore che riveli il Fossato come Reazione non rivela carte dal suo mazzo, quindi non elimina ne ottiene carte. -:::Carceriere -Ogni altro giocatore sceglie quale opzione subire e la subisce. Un giocatore può scegliere di ottenere una Maledizione anche se non ne rimane nessuno, in questo caso non ne ottiene; e un giocatore può scegliere di scartare 2 carte anche se non ha carte in mano o se ne ha una sola (se ne ha una sola, scarta quella). Le Maledizioni ottenute vanno in mano ai giocatori e non nelle loro pile degli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno a partire dal giocatore alla tua sinistra. Anche le decisioni seguono lo stesso ordine. -:::Stazione Commerciale -Se hai due o più carte in mano, devi eliminare esattamente 2 carte e ottenere una carta Argento. L'Argento ottenuto va nella tua mano e può essere speso nello stesso turno. Se il mazzetto Argento è vuoto, non ottieni una carta Argento (ma elimini comunque se possibile). Se hai una sola carta rimasta in mano e giochi Stazione Commerciale, elimini la carta rimasta ma non ottieni una carta Argento. Se non hai carte in mano quando giochi questa carta, non succede nulla. -:::Tributo -Se il giocatore a te successivo ha meno di due carte rimaste nel mazzo, rivela tutte le carte del mazzo, mescola lo scarto (che non include quel che è stato appena rivelato), quindi rivela il resto necessario. Le carte rivelate sono poi scartate. Se il giocatore a te successivo non ha abbastanza carte per rivelarne 2, rivela quel che può. Ricevi bonus per i tipi di carte rivelati, contando solo le carte diverse. Una carta con 2 tipi ti fornisce entrambi i bonus. Quindi se il giocatore alla tua sinistra rivela Rame e Harem, ricevi + Monete e +2 carte; se rivela 2 Argenti, ricevi solo +2 Monete. Le Maledizioni non danno bonus. -:::Potenziameno -Innanzitutto pesca una carta. Quindi, devi eliminare una carta dalla tua mano e ottenere una carta che costi esattamente 1 Moneta in più rispetto alla carta eliminata. La carta ottenuta deve venire dalla Riserva, e finisce nella tua pila degli scarti. Se non ci sono carte disponibili per quel costo, non ottieni nulla (hai comunque eliminato una carta). Se non hai una carta in mano da eliminare, non elimini ne ottieni carte. I costi delle carte sono influenzati dal Ponte. Dal momento che il Ponte influenza i costi sia della carta che elimini che delle carte che puoi ottenere, nella maggior parte dei casi il Ponte non avrà effetti. Ma siccome le carta non possono andare sotto il costo zero, un Ponte giocato prima di un Potenziamento ti permetterebbe di eliminare un Rame ed ottenere una Tenuta. -:::Ambasciatore -Prima scegli e rivela una carta dalla tua mano. Puoi mettere fino a 2 copie di quella carta dalla tua mano nella Riserva. Puoi anche non metterne alcuna. Quindi ogni altro giocatore ottiene una copia di quella carta dalla Riserva. Se il mazzetto della carta scelta finisce, alcuni giocatori potrebbereo non ottenerne una copia; le carte sono distribuite in ordine di turno a partire dal giocatore successivo. Se non hai altre carte in mano quando giochi questa carta, non succede nulla. -:::Bazaar -Pesca una carta, hai altre 2 Azioni da usare, e ricevi 1 Moneta in più da spendere in questo turno. -:::Carovana -Pesca una carta all'inizio del tuo prossimo turno (non prima); la Carovana viene scartata durante la fase di Pulizia del turno successivo. -:::Borseggiatore -Gli altri giocatori devono scartare uno e un solo Rame. Se non hanno un Rame, devono rivelare la loro mano a tutti i giocatori. -:::Embargo -Puoi scegliere qualsiasi mazzetto nella Riserva. Se più carte Embargo vengono usate per mettere più segnalini Embargo sullo stesso mazzetto, un giocatore ottiene una carta Maledizione per ogni segnalino Embargo quando compra una carta da quel Mazzetto. Non ottieni carte Maledizione se ottieni una carta da un mazzetto con segnalini Embargo senza acquistarla (per esempio, se ottieni una carta coi Contrabbandieri). Se usi Sala del Trono su Embargo, piazzi due segnalini Embargo e non devono necessariamente andare sullo stesso mazzetto della Riserva. Se finisci i segnalini Embargo, usa qualsiasi cosa per sostituirli. Se non ci sono Maledizioni rimaste, i segnalini Embargo non fanno nulla. -:::Avventuriero -Non sei costretto a rivelare una Provincia se ce l'hai in mano. Se ne riveli una ottieni un Oro, altrimenti ottieni un Argento. La carta ottenuta deve venire dalla Riserva e finisce nella tua mano; puoi spenderla nello stesso turno. -:::Villaggio di Pescatori -Ricevi 1 Moneta da spendere e 2 altre Azioni da usare in questo turno. All'inizio del tuo prossimo turno ricevi 1 Moneta e 1 Azione in più. Questo significa che potrai giocare un totale di 2 Azioni nel tuo prossimo turno (contando anche la tua normale Azione). Lascia questa carta davanti a te fino alla fase di Pulizia del tuo prossimo turno. -:::Nave Fantasma -Gli altri giocatori scelgono queli carte mettere sui loro mazzi e in quale ordine. Questa carta non ha effetto su giocatori che abbiano già solo 3 carte in mano. Un giocatore senza carte rimaste nel mazzo non mescola; le carte messe sul mazzo diventano le uniche carte nel suo mazzo. -:::Rada -Prima pesca una carta; quindi scegli una carta della tua mano e mettila da parte, coperta. Metti la carta da parte sopra la Rada, per ricordartene il motivo. Gli altri giocatori non possono vedere cosa hai messo da parte. Devi mettere da parte una carta; non è opzionale. La Rada e la carta rimangono lì fino all'inizio del tuo prossimo turno, momento nel quale prenderai in mano la carta messa via. La Rada in sè viene scartata nella fase Pulizia del turno successivo. -:::Isola -Quando ottieni questa carta per la prima volta, prendi una plancia Isola. L'Isola è sia una carta Azione che una carta Vittoria. Durante la preparazione, metti 12 Isole nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. L'Isola e la carta messa via con essa vengono poste scoperte sulla plancia Isola. Non vanno mescolate nel tuo mazzo quando devi mescolare. Tornano nel tuo mazzo alla fine della partita per calcolare i punti vittoria. L'Isola vale 2 PV. Se non hai altre carte in mano quando giochi Isola, metti via solo l'Isola. Se usi Sala del Trono sull'Isola, metti via l'Isola e due carte dalla tua mano. Puoi guardare le carte sulla plancia Isola in ogni momento, e possono vederle anche gli altri giocatori. -:::Faro -Ricevi un'Azione e una Moneta in questo turno, e solo una Moneta nel prossimo turno. Le carte Attacco usate da altri giocatori non hanno effetto su di te, nemmeno se lo vorresti. Potresti rivelare Stanza Segreta per pescare 2 carte e metterne 2 dalla mano in cima al tuo mazzo quando una carta Attacco viene giocata, ma comunque non subire l'Attacco. Ricevi comunque i benefici (come + Carte) delle carte Attacco che giochi nel tuo turno. Il Faro viene scartato nella fase Pulizia del tuo prossimo turno. -:::Vedetta -Se non hai 3 carte da guardare in cima al tuo mazzo, guardane quante puoi quindi mescola la tua pila degli scarti per vedere le carte che mancano. Devi vedere tutte e tre le carte prima di decidere quale eliminare, quale scartare, e quale carta rimettere in cima al mazzo. Se le 3 carte che guardi sono le ultime carte del tuo mazzo, la carta che rimetti a posto sarà l'unica carta del tuo mazzo. Se hai meno di tre carte da guardare, anche dopo aver mescolato, devi seguire le istruzioni sulla carta in ordine. Se hai una sola carta da guardare, devi eliminarla. Se ne hai due, devi eliminarne una e scartare l'altra. -:::Nave Mercantile -Ricevi 2 Monete da spendere in questo turno, e altre 2 nel tuo prossimo turno. Lascia questa carta davanti a te fino alla fase Pulizia del tuo prossimo turno. -:::Villaggio Indigeno -La prima volta che ottieni una di queste carte, prendi una plancia Villaggio Indigeno. Quando giochi Villaggio Indigeno, prendi tutte le carte presenti sulla tua plancia Villaggio Indigeno e mettile nella tua mano, o metti via la prima carta del tuo mazzo coperta (mescola se necessario) sulla plancia Villaggio Indigeno. Puoi scegliere qualunque opzione anche se non hai carte sulla tua plancia o non hai carte nel tuo mazzo. Puoi guardare le tue carte sulla plancia in ogni momento. Alla fine della partita, qualsiasi carta che sia ancora sulla plancia torna nel tuo mazzo per il punteggio. Il Villaggio Indigeno in sè non viene messo via; va nella tua pila degli scarti nella fase Pulizia. -:::Navigatore -Scarti tutte e 5 le carte o nessuna di essa. Se non le scarti, rimettile in cima al mazzo nell'ordine che preferisci. Se non ci sono 5 carte rimaste nel tuo mazzo, guardane quante puoi, quindi mescola la tua pila degli scarti (senza includere le carte appena guardate), e guarda le carte rimanenti. Se ancora non ce ne sono 5, guarda solo quelle che sono rimaste, e rimettile a posto o scartale. -:::Avamposto -Il turno extra è del tutto normale tranne che la tua mano iniziale per esso è di sole 3 carte. Questo significa che hai pescato solo 3 carte e non 5 durante la fase Pulizia del turno nel quale giochi Avamposto. Lascia Avamposto davanti a te fino alla fine del turno extra. Se giochi Avamposto e un'altra carta Durata, come Nave Mercantile, il turno dall'Avamposto sarà il "prossimo turno", quindi otterrai gli effetti in quel turno extra. Se giochi Avamposto due volte in un turno, avrai comunque un solo turno extra. Se giochi Avamposto durante un turno extra, non ti darà un altro turno. -:::Pescatore di Perle -Pesca una carta prima di guardare la carta in fondo al tuo mazzo. Se piazzi la carta in cima al tuo mazzo, assicurati di non guardare la carta che vi sta sotto in fondo al mazzo mentre la prendi. Se non hai carte rimaste quando devi vedere il fondo, prima mescola. -:::Nave Pirata -Quando ottieni questa carta per la prima volta, prendi una plancia Nave Pirata. Se usi la Nave Pirata per eliminare Tesori, un giocatore con solo una carta rimasta la rivela e quindi mescola (senza includere la carta appena rivelata) per avere l'altra carta da rivelare; un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che ancora non abbia due carte da rivelare dopo aver mescolato rivela solo quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato Nave Pirata fra le carte rivelate. Se viene eliminata almeno una carta Tesoro in questo modo, metti un segnalino Moneta sulla plancia Nave Pirata. Non puoi ottenere più di un segnalino quando giochi questa carta, a prescindere da quanti Tesori vengano eliminati. Se scegli di non tentare di eliminare Tesori dagli altri giocatori, la Nave Pirata vale 1 Moneta per ogni segnalino Moneta presente sulla plancia. La Nave Pirata è una carta Azione - Attacco e i giocatori possono rivelare Stanza Segreta anche se la usi per ricevere + Monete. [Scegli come usare la Nave Pirata dopo che gli altri giocatori han finito di rivelare Reazioni.] -:::Recupero -Se hai almeno una carta nella tua mano, devi eliminarne una. Se non hai carte in mano rimaste da eliminare, non ricevi Monete ma hai comunque +1 Acquisto. -:::Megera dei Mari -Un giocatore senza carte rimaste nel suo mazzo deve mescolare per avere una carta da scartare. Se dopo aver mescolato è ancora senza carte, non scarta. Un giocatore che scarti la sua ultima carta usa la Maledizione ottenuta come unica carta del suo mazzo. Se non ci sono abbastanza Maledizioni rimaste da dare, vengono distribuite in ordine di turno a partire dal giocatore a sinistra di chi ha giocato Megera dei Mari. -:::Contrabbandieri -Il turno che conta è l'ultimo giocato dal giocatore alla tua destra, anche se hai fatto più turni di fila. Se quel giocatore non ha ottenuto carte, o nessuna del costo di 6 Monete o meno, Contrabbandieri non fa nulla. Se quel giocatore ha ottenuto più di una carta che costi 6 o meno, scegli di quale ottenere una copia. Le carte ottenute devono venire dalla Riserva. Possono essere qualsiasi carta ottenuta, che sia comprata o ottenuta in altro modo; puoi persino ottenere una carta che il precedente giocatore abbia ottenuto tramite Contrabbandieri. Se il precedente giocatore ha ottenuto una carta tramite Mercato Nero, non potrai ottenerne una copia (non ce ne sono copie nella Riserva). Questo non è un Attacco; Faro e Fossato non possono fermarlo. Non puoi ottenere con Contrabbandieri carte che abbiano una Pozione nel costo. -:::Stratega -Aspetta l'inizio del tuo prossimo turno per pescare le 5 carte extra; non le peschi al termini del turno in cui hai giocato Stratega. Lo Stratega rimane davanti a te fino alla fase Pulizia del tuo prossimo turno. Dal momento che devi scartare almeno una carta per ottenere i bonus dallo Stratega, non è possibile usare Sala del Trono per ottenere +10 Carte, +2 Acquisti e +2 Azioni. Dovresti scartare tutte le tue carte col primo Stratega, e non avresti carte da scartare per guadagnare i bonus forniti dallo Stratega. -:::Mappa del Tesoro -Puoi giocare questa carta senza un'altra Mappa del Tesoro nella tua mano; se lo fai, eliminala senza guadagnare nulla. Devi scartare due vere copie di Mappa del Tesoro per ottenere gli Ori; quindi per esempio se usi Sala del Trono su una Mappa del Tesoro, con due altre Mappe del Tesoro in mano, la prima volta che si risolve Mappa del Teosoro la elimini con un'altra e ottieni 4 Ori, e la seconda volta che si risolve elimini l'altra tua Mappa del Tesoro ma non guadagni nulla (dal momento che non hai davvero eliminato la Mappa del Tesoro giocata in quel momento). Se non ci sono abbastanza carte Oro rimaste, ottieni quel che puoi. Gli Ori ottenuti vanno in cima al mazzo. Se il tuo mazzo era vuoto diventano le uniche carte del tuo mazzo. -:::Tesoro -Se compri più di una carta e almeno una queste è una carta Vittoria, nessuno dei tuoi Tesori può essere posto sul tuo mazzo. Se hai giocato più di un Tesoro e non hai comprato una carta Vittoria in questo turno, puoi metterli tutti o alcuni sul tuo mazzo. Se te ne dimentichi e scarti un Tesoro nella tua pila degli scarti, hai essenzialmente scelto di non usare l'abilità opzionale. Non puoi andare a cercarti il Tesoro fra gli scarti. Ottenere una carta Vittoria senza comprarla, come con Contrabbandieri, non ti impedisce di mettere Tesoro sul tuo mazzo. -:::Magazzino -Se non hai 3 carte da pescare nel tuo mazzo, pescane quante puoi, mescola la tua pila degli scarti, e pesca il resto. Se ancora non sei in grado di pescare 3 carte, pescane quante puoi. Dovrai comunque scartare 3 carte se puoi, anche se non ne hai potute pescare 3. Puoi scartare qualsiasi carta nella tua mano, non necessariamente quelle pescate. -:::Molo -Peschi 2 carte ed hai un Acquisto extra in questo turno, e peschi altre 2 carte con un Acquisto extra all'inizio del tuo prossimo turno. Non peschi le 2 carte extra per il prossimo turno fin quando quel turno non inizia. Tieni questa carta davanti a te fino alla fase Pulizia del prossimo turno. -:::Pozzo dei Desideri -Prima peschi una carta. Quindi nomini una carta ("Rame", per esempio... non "Carta Tesoro") e riveli la prima carta del tuo mazzo; se è la carta nominata, la metti nella tua mano. Se non lo è, la rimetti in cima al mazzo. -:::Pozione -Questa è una carta Tesoro base. Costa 4 Monete e produce una Pozione. Non è una carta Regno. Dopo che hai scelto 10 carte Regno per la Riserva, se qualsiasi di loro ha Pozioni nel costo aggiungi il mazzetto Pozione alla Riserva. Aggiungi il mazzetto Pozione se stai usando la carta promo Mercato Nero ed il suo mazzetto include almeno una carta con la Pozione nel costo. Se non hai carte con la Pozione nel costo nella Riserva o nel mazzetto del Mercato Nero, non usare il mazzetto Pozione in questa partita. Se hai un mazzetto Pozione, mettici tutte e 16 le Pozioni a prescindere dal numero di giocatori. In partite con questo mazzetto, se il mazzetto si svuota conta come uno dei tre che determinano il fine partita. -:::Black Market -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. -:::Envoy -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. -:::Alchimista -Quando lo giochi, peschi due carte e puoi giocare un'Azione addizionale in questo turno. Nella fase di Pulizia, quando lo scarti, se hai almeno una Pozione in gioco puoi mettere Alchimista in cima al tuo mazzo. E' opzionale e avviene prima di pescare la prossima mano. Se non hai carte nel mazzo quando lo fai, Alchimista diventa l'unica carta del mazzo. Se hai più di un Alchimista e una Pozione, puoi metterli tutti o alcuni sul tuo mazzo. Non è necessario che tu abbia comprato qualcosa con la Pozione, basta solo che tu l'abbia giocata. -:::Farmacista -Prima peschi una carta. Poi riveli le prime 4 carte del mazzo, metti tutti i Rame e le Pozioni nella tua mano, e rimetti il resto sul tuo mazzo. Se non ci sono 4 carte rimaste nel tuo mazzo, rivela quanto puoi e mescola per avere il resto. Se ancora non ci sono abbastanza carte, rivela quel che puoi. Qualsiasi carta che non sia ne Rame ne Pozione tornano sul tuo mazzo nell'ordine che vuoi. Non puoi scegliere di non prendere tutti i Rame e le Pozioni. Se dopo aver rivelato 4 carte non restano carte nel tuo mazzo, le carte che ci rimetti saranno le uniche carte nel tuo mazzo. -:::Apprendista -Se non hai carte in mano rimaste da eliminare, non peschi carte. Se elimini una carta che costa 0 Monete, come Maledizione o Rame, non peschi carte. Altrimenti peschi una carta per ogni Moneta nel costo della carta eliminata, e altre due carte se aveva Pozione nel suo costo. Per esempio se elimini un Golem che costa 4 Monete e 1 Pozione, peschi 6 carte. -:::Famiglio -Se non ci sono abbastanza Maledizioni per tutti quando giochi Famiglio, distribuiscile in ordine di turno a cominciare dal giocatore alla tua sinistra. Se giochi Famiglio senza Maledizioni rimaste, ricevi comunque +1 Carta e +1 Azione. Un giocatore che ottenga una Maledizione la mette scoperta nella sua pila degli scarti. -:::Golem -Rivela carte dalla cima del tuo mazzo, una alla volta, finchè non hai rivelato due carte Azione che non siano Golem. Se finisci le carte prima di rivelare due Azioni non Golem, mescola gli scarti (ma non le carte rivelate) e continua. Se finisci le carte e non hai scarto rimasto, tieni solo le Azioni che hai trovato. Scarta tutte le carte rivelate eccetto le carte Azione non Golem che hai trovato. Se non ne hai trovate, hai finito. Se ne hai trovata una, giocala. Se ne hai trovate due, giocale entrambe nell'ordine che vuoi. Non puoi scegliere di non giocare una di loro. Queste carte Azione non sono nella tua mano e quindi non sono influenzate da effetti che puntino carte nella tua mano. Per esempio, se una di loro è Sala del Trono non puoi giocarla sull'altra. -:::Erborista -Ricevi una Moneta extra da spendere in questo turno, e puoi comprare una carta addizionale nella fase Acquisto. Quando scarti questa carta dal gioco (di solito durante la fase Pulizia), puoi scegliere una carta Tesoro che hai in gioco e metterla in cima al tuo mazzo. Se non hai carte nel mazzo, quel Tesoro diventa l'unica carta del tuo mazzo. Scegli tu l'ordine in cui scartare carte nella fase Pulizia; quindi, per esempio, se hai Erborista, Pozione e Alchimista in gioco, potresti scegliere di scartare prima Alchimista, mettendolo sul mazzo, quindi scartare Erborista, e mettere la Pozione sul tuo mazzo. Se hai più di un Erborista in gioco, ognuno di loro ti può far mettere una carta Tesoro sul mazzo. -:::Pietra Filosofale -Questa è una carta Tesoro. E' una carta Regno. Sarà presente solo in giochi in cui è presente come una delle 10 carte Regno. Viene giocata durante la tua fase Acquisto, come le altre carte Tesoro. Quando la giochi, conta il numero delle carte nel tuo mazzo e nella pila degli scarti, e dividi il totale per 5 (per difetto). Questo è il numero di Monete fornite dalla Pietra Filosofale. Una volta giocata, l'ammontare di Monete prodotte non cambia anche se il numero di carte cambia più avanti nel turno. La prossima volta che la giocherai, conta nuovamente. Se ne giochi copie multiple, ovviamente il numero sarà lo stesso per tutte loro. Non conta l'ordine delle carte nella tua pila degli scarti, ma quello del mazzo sì. Non modificarne l'ordine mentre conti! Potrai guardare nella tua pila degli scarti mentre conti. Puoi contare solo mazzo e pila degli scarti, non la tua mano o le carte messe da parte. Non puoi giocare altri Tesori dopo aver acquistato qualcosa nella tua fase Acquisto; quindi per esempio non puoi comprare una carta quindi giocare Pietra Filosofale e comprare un'altra carta. -:::Possessione -Non stai giocando un turno col mazzo del giocatore alla tua sinistra; è quel giocatore a giocare il turno, con te a fare decisioni ed ottenere carte al suo posto. E' una differenza cruciale da tenere a mente quando si considerano le interazioni delle carte; il "tu" in tutte le carte si riferisce comunque al giocatore Posseduto, non il giocatore che Possiede. Possessione ha diversi effetti: puoi vedere le carte del giocatore Posseduto per l'intero turno, il che significa che vedrai la sua prossima mano durante la Pulizia. Vedrai anche qualsiasi carta egli possa vedere ai sensi delle regole; per esempio, puoi vedere le carte che ha messo da parte col Villaggio Indigeno. Puoi contare tutte le carte che può contare. Qualsiasi carta il giocatore Posseduto ottenga in qualsiasi modo, è da te ottenuta al suo posto; questo include carte Acquistate e carte ottenute tramite azioni. Le carte ottenute in questo modo vanno nella tua pila degli scarti, anche se sarebbero dovute andare nella sua mano o in cima al suo mazzo o altrove. Ottieni solo le sue carte, non i suoi segnalini (come quelli della Nave Pirata). Durante il turno Posseduto, ogni volta una carta del Posseduto è eliminata va messa da parte, e tornerò nella pila degli scarti del Posseduto a fine turno, dopo la Pulizia. Contano comunque come eliminate, quindi per esempio potresti avere +2 Monete dal Villaggio Minerario. Il fatto che a fine turno tornino negli scarti non le fa considerare ottenute. Le carte degli altri giocatori eliminate durante il turno Posseduto sono eliminate realmente. Le carte passate con Ballo in Maschera non sono ne ottenute ne eliminate, quindi passano normalmente. Le carte rimesse nella Riserva con Ambasciatore non sono eliminate, quindi tornano alla Riserva normalmente. -:::Divinazione -Prima riveli la prima carta dal mazzo di ogni giocatore, e decidi se viene scartata o rimesso a posto. Dopo aver finito con queste decisioni, rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia una carta Azione. Se finisci le carte senza rivelare una non Azione, mescola gli scarti e continua. Se non hai scarto rimasto, fermati. Metti tutte le carte Azione rivelate nella tua mano, più la prima non Azione rivelata. Se la prima carta rivelata non era un'Azione, solo quella va nella tua mano. Carte di tipi multipli, di cui uno è Azione, sono Azioni. -:::Trasmutazione -Se non hai carte rimaste in mano da eliminare, non ottieni nulla. Se elimini una Maledizione con questa carta, non ottieni nulla: la Maledizione non è un'Azione, un Tesoro o una carta Vittoria. Se elimini una carta con più di un tipo, ottieni ogni cosa applicabile. Per esempio, se elimini una carta Azione - Vittoria (come Nobili) ottieni sia un Ducato che un Oro. Le carte ottenute vengono dalla Riserva e finiscono nella tua pila degli scarti. Se non ci sono carte appropriate da ottenere, non le ottieni. -:::Università -Ottenere una carta Azione è opzionale. Se scegli di ottenerne una, viene dalla Riserva, deve costare non più di 5 Monete, e finisce nella tua pila degli scarti. Le carte di tipo multiplo, di cui uno è Azione, sono Azioni e possono essere ottenute in questo modo. Le carte con Pozione nel costo non possono essere ottenute da questa carta. -:::Vigna -Questa carta Regno è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto vittoria per ogni 3 carte Azione nel tuo mazzo (contando tutte le tue carte, la tua pila degli scarti e la mano fan parte del tuo mazzo a quel punto). Arrotonda per difetto; se hai 11 carte Azione, Vigna vale 3 punti vittoria. Durante la preparazione, metti 12 Vigne nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Banca -Questo è un Tesoro dal valore variabile. Quando giochi Banca, vale 1 Moneta per ogni Tesoro che hai in gioco, contando anche se stessa. Ricorda, scegli tu l'ordine in cui giochi le carte Tesoro. Se giochi Banca senza altri Tesori in gioco, vale 1 Moneta. Se giochi due copie di Banca di fila, la seconda che giochi vale 1 Moneta più della prima. La Banca produce Monete quando la giochi; ciò che avviene in seguito nel turno non cambia le Monete che ne ottieni. -:::Vescovo -Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Eliminare una carta è opzionale per gli altri giocatori ma obbligatorio per te. Elimini una carta, quindi ogni altro giocatore può eliminare una carta, in ordine di turno. Solo chi ha giocato Vescovo può ottenerne segnalini PV. Il costo in Pozioni è ignorato. Se non hai carte rimaste nella tua mano da eliminare, ottieni comunque 1 Moneta e un segnalino PV. -:::Città -Peschi una carta e puoi giocare altre due Azioni a prescindere da tutto quanto. Se c'è solo un mazzetto vuoto nella Riserva, peschi anche un'altra carta. Se ci sono due o più mazzetti vuoti, peschi una carta in più e ricevi anche +1 Moneta e un Acquisto in più. Non ci sono ulteriori bonus se tre o più mazzetti sono vuoi. Controlla quanti mazzetti sono vuoi solo quando giochi la carta; se i mazzetti si svuotano più tardi nel turno, non ottieni i bonus retroattivamente. Se un mazzetto cessa di essere vuoto a causa di carte che vi tornano, ad esempio tramite l'Ambasciatore, le Città giocate successivamente a ciò non considerano vuoto quel mazzetto. Una Pila delle Carte Eliminate vuote non conta. -:::Contrabbando -Questo è un Tesoro che vale 3 Monete, come l'Oro. Quando lo giochi, ricevi +1 Acquisto, il giocatore alla tua sinistra nomina una carta, e non puoi comprare la carta nominata in questo turno. Questo non ti impedisce di ottenerla in altri modi diversi dall'acquistarla (ad esempio tramite Mucchio). Non è costretto a nominare una carta presente nella Riserva. Se giochi più di un Contrabbando nello stesso turno, il giocatore alla tua sinistra nomina una carta ogni volta; se nomina carte differenti, non puoi comprare nessuna delle carte nominate in questo turno. Puoi giocare Tesori in qualsiasi ordine, e risolvi questa abilità appena giochi questa carta, prima di giocare ulteriori Tesori. Nota che una volta che compri una carta nella fase Acquisto, non puoi giocare altri Tesori. Il numero di carte rimaste in mano a un giocatore è informazione pubblica, non nascondere quante carte hai in mano quando giochi Contrabbando. -:::Contabilità -Questa carta ti fa cercare nella tua pila degli scarti, qualcosa che generalmente non ti è permesso. Puoi guardare nei tuoi scarti solo mentre giochi questa carta. Non devi mostrare agli altri giocatori la tua intera pila degli scarti, solo i Rame che ne ricavi. Dopo che hai preso i Rame, puoi lasciare le carte nello scarto in qualsiasi ordine. -:::Ampliamento -Questa non è nella tua mano dopo che l'hai giocato, quindi non puoi sceglierla come carta da eliminare. La carta che ottieni costa fino a 3 Monete in più della carta eliminata, ma può costare qualsiasi ammontare inferiore, persino meno del costo della carta eliminata. Puoi eliminare una carta ed ottenere una copia della stessa carta. Se non hai carte in mano da eliminare, non ottieni carte. La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti. -:::Incastonare -Qualsiasi numero" include lo zero. Se non elimini carte, devi ottenerne una che costa 0 Monete se puoi. E' diverso da come funzionano carte come Ampliamento se non elimini nulla, dal momento che Incastonare guarda il totale, non il costo della singola carta. Se non ci sono carte dal costo richiesto, non ottieni carte. La carta che ottieni viene dalla Riserva e finisce nella tua pila degli scarti. Simboli Pozione (sulle carte da Alchimia) non sono conteggiati, e la carta che ottieni non pul avere un simbolo Pozione nel costo. -:::Scagnozzi -Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Ricevi un segnalino PV per ogni carta che acquisti, ma non ottieni segnalini PV per le carte ottenute in altro modo. Copie multiple di Scagnozzi sono cumulative; se hai due Scagnozzi in gioco e compri un Argento, ricevi 2 segnalini PV. Comunque se usi Corte su Scagnozzi, anche se hai giocato la carta 3 volte hai comunque in gioco solo una copia della carta, quindi comprare un Argento ti darebbe un solo segnalino PV. -:::Mercato di Lusso -Non sei obbligato a giocare tutti i Tesori che hai in mano nella tua fase Acquisto. I Rame nella tua mano non ti impediscono di comprare Mercato di Lusso, solo i Rame che giochi. Neanche i Rame che erano in gioco prima e ora non lo sono più ti impediscono di comprarlo; se hai in gioco 11 Rame e 2 Acquisti, potresti comprare una Zecca, eliminare tutti i Tesori che hai giocato, quindi comprare Mercato di Lusso con le Monete che ti restano. Puoi ottenere Mercato di Lusso in altri modi, per esempio con Ampliamento, che tu abbia o meno Rame in gioco. I Tesori che non sono Rame non impediscono di comprare Mercato di Lusso, anche se valgono 1 Moneta (come Prestito). -:::Mucchio -Questo è un Tesoro che vale 2 Monete, come l'Argento. Quando compri una carta Vittoria con questa carta in gioco, guadagni un Oro dalla Riserva, mettendolo nel tuo scarto. Se non rimangono Ori, non ne ottieni. Se hai più di una carta Mucchio in giro, otterrai più di un Oro dall'acquisto di una singola carta Vittoria. Quindi se per esempio hai due Mucchio in gioco e nessun altro Tesoro, con +1 Acquisto, potresti comprare 2 Tenute ed ottenere 4 Ori. Le carte Vittoria includono carte che siano anche di altri tipi, come Nobili o Harem. Ottieni un Oro anche se usi Torre di Guardia per eliminare immediatamente la carta Vittoria ottenuta. Le carte Vittoria ottenute in modi diversi dall'acquisto non ti fanno ottenere Oro. -:::Corte -Questa carta è simile a Sala del Trono, ma fa giocare l'Azione tre volte e non due. Scegli un'altra carta Azione dalla tua mano, la giochi, la giochi ancora, e la giochi una terza volta. Questo non consuma nessuna azione extra che ti era permessa da carte come Cantiere: Corte usa un'Azione e questo è tutto. Non puoi giocare altre carte mentre risolvi la carta giocata tre volte, a meno che non sia richiesto (come fa la stessa Corte). Se usi Corte su Corte, giocherai tre diverse Azioni tre volte, non usi nove volte una singola Azione. Se usi Corte su una carta che ti da' +1 Azione, come Mercato di Lusso, finirai con 3 Azioni rimaste. -:::Prestito -Questa è una carta Tesoro che vale 1 Moneta, come Rame. Quando la giochi, riveli carte dalla cima del tuo mazzo fin quando riveli una carta Tesoro, quindi decidi se eliminare quella carta o scartarla. Dopodichè scarti tutte le altre carte rivelate. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Ricorda che puoi giocare le carte Tesoro in qualsiasi ordine nella fase Acquisto e puoi scegliere di non giocare alcuni dei tuoi Tesori se vuoi. -:::Zecca -Quando compri questa carta, elimini tutte le tue carte Tesoro in gioco. Non elimini le carte Tesoro nella tua mano o altrove; solo quelle in gioco, se ce ne sono. Se compri più carte in un turno, elimini i tuoi Tesori subito dopo aver comprato la Zecca; hai ancora eventuali Monete prodotte per spenderle su qualcos'altro. Ricorda che non sei obbligato a giocare tutti i Tesori dalla tua mano ogni turno (solo quelli che vuoi che ti forniscano Monete). Non hai possibilità di giocare ulteriori carte Tesoro fra un'Acquisto e l'altro durante la fase; prima giochi carte Tesoro, poi compri carte. Quando giochi Zecca, riveli una carta Tesoro dalla tua mano e ne ottieni una copia dalla Riserva. La carta ottenuta finisce nel tuo scarto. La carta rivelata resta nella tua mano. La carta Tesoro può anche avere altri tipi, come Harem. Se compri una Zecca e usi Torre di Guardia per metterla in cima al mazzo o eliminarla, elimini comunque tutti i tuoi Tesori dal gioco. Comunque, se compri una Zecca col Sigillo Reale in gioco, il Sigillo Reale sarà sparito prima che tu possa usarlo per mettere Zecca in cima al tuo mazzo. -:::Monumento -Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.] -:::Ciarlatano -Questa carta colpisce gli altri giocatori in ordine di turno. Ognuno degli altri giocatori sceglie se scartare o no una carta Maledizione dalla propria mano, e se non lo fa ottiene una Maledizione e un Rame dalla Riserva, mettendoli nello scarto. Se uno dei due mazzetti Maledizione o Rame è vuoto, ottiene comunque l'altra carta. Se sono vuoti entrambi, non ottiene nulla ma può comunque scartare una Maledizione se vuole. Un giocatore che usi Fossato come Reazione non può scartare una Maledizione, e non ottiene ne Maledizioni ne Rame: non puoi fare Fossato solo a parte dell'Attacco. Un giocatore che usi Torre di Guardia come Reazione può eliminare solo la Maledizione, solo il Rame, o entrambi. -:::Ambulante -La maggior parte delle volte, questa carta costa 8 Monete. Durante le fasi Acquisti, costa 2 Monete in meno per ogni carta Azione che hai in gioco. Questo costo si applica a tutti gli Ambulanti, inclusi quelli in mano o nei mazzi. Non costa mai meno di 0 monete. Se giochi Corte su Cantiere, per esempio, hai solo due carte Azione in gioco, anche se hai giocato tre volte il Cantiere. Comprare carte usando la carta promo Mercato Nero non avviene durante la fase Acquisto, quindi in quel momento Ambulante costa ancora 8 Monete. -:::Cava -Questa è una carta Tesoro che vale 1 Moneta, come il Rame. Mentre è in gioco, le carte Azione costano 2 Monete in meno, fino al minimo di 0 monete. E' cumulativa; se giochi due Cave durante la tua fase Acquisto, la Corte costerà solo 3 Monete e non le normali 7 Monete. Influenza i costi delle carte che sono sia Azioni che altri tipi, come Nobili. E' anche cumulativa con altri effetti che modificano i costi; se giochi Cantiere nella tua fase Azione, quindi due Cave nella tua fase Acquisto, l'Ambulante costerà 2 Monete. Influenza i costi delle carte ovunque, anche nelle mani dei giocatori. -:::Tumulto -Gli altri giocatori mescolano se necessario per avere tre carte da rivelare, e rivelano solo quel che hanno se non arrivano ad avere tre carte. Scartano le carte Azione e Tesoro rivelate e rimettono il resto sul mazzo nell'ordine che vogliono. Le carte con più di un tipo sono di tutti i loro tipi; per esempio se un giocatore rivela Nobili, è una carta Azione - Vittoria, il che significa che è un'Azione, quindi la scarta. -:::Sigillo Reale -Questo è un Tesoro che vale 2 Monete, come l'Argento. Se guadagni più di una carta mentre questa è in gioco, si applica ad ognuna di loro. Potresti metterne alcune e tutte sul tuo mazzo. Se usi quest'abilità e non ci sono carte rimaste nel tuo mazzo, non mescolare; le carte ottenute diventano le uniche del tuo mazzo. Il Sigillo Reale si applica a tutte le carte che ottieni mentre è in gioco, che siano comprate o ottenute in altro modo. Se giochi la carta Possessione, e nel turno extra fai giocare Sigillo Reale al giocatore Posseduto, non può mettere le carte sul suo mazzo: tu ottieni le carte, non lui. -:::Talismano -Questo è un Tesoro che vale 1 Moneta, come il Rame. Ogni volta che compri una carta non Vittoria che costi 4 Monete o meno mentre Talismano è in gioco, ottieni un'altra copia della carta comprata. Se non ci sono copie rimaste, non ne ottieni. Le carte ottenute vengono dalla Riserva e finisce nel tuo scarto. Se hai più di un Talismano, ottieni una copia ulteriori per ognuno; se compri più carte da 4 Monete o meno, il Talismano si applica a ognuna di loro. Per esempio se hai 2 Talismani, 4 Rame e 2 Acquisti, potresti comprare Argento e Mercante, ottenendo altri due Argento e altri due Mercanti. Il Talismano vale solo sulla carte comprate, non funziona con le carte ottenute in altro modo. Una carta è una carta Vittoria se Vittoria è uno dei suoi tipi; per esempio Grande Salone è una carta Azione - Vittoria, quindi è una carta Vittoria. Il Talismano verifica il costo della carta mentre la compri, non il suo costo normale; così per esempio funzionerebbe sull'Ambulante se hai giocato due carte Azione in questo turno, abbassando a 4 il costo dell'Ambulante, o funzionerebbe sul Mercato di Lusso se tu avessi giocato Cava. [Non puoi optare per non ottenere le carte addizionali fornite dal Talismano; devi ottenerle tutte se possibile.] -:::Mercante -Ricevi un Acquisto addizionale da usare nella tua fase Acquisto. Ricevi +1 Moneta per ogni segnalino sulla plancia Mercante. Quindi elimini una carta dalla tua mano. Se non hai carte rimaste in mano, non elimini nulla. L'ammontare che ricevi dal Mercante è uguale a +1 per ogni mazzetto di carte Vittoria di cui sia stata ottenuta almeno una carta dall'inizio della partita. Se le carte Vittoria sono state ottenute da fuori dalla Riserva, per esempio usando la carta promo Mercato Nero, non vengono conteggiate. Metti un segnalino Moneta su ogni mazzetto di carte Vittoria all'inizio della partita. Quando una carta è ottenuta da un mazzetto di carte Vittoria, sposta il suo segnalino sulla plancia Mercante. Quindi per esempio se in questa partita ci fosse la carta Harem, e finora fossero stati comprati Ducato e Harem, ma nessuno avesse ottenuto Provincie, Tenute o Colonie, il Mercante produrrebbe 2 Monete. Non importa chi abbia ottenuto le carte o come. Non ci sono Monete extra se da un mazzetto son state prese più carte o se è vuoto; quel che conta è che almeno una carta sia stata presa. Non importa se le carte sono state messe nella Riserva, come con l'Ambasciatore; al Mercante importa solo se una carta sia mai stata presa dal mazzetto in questa partita. Se usi il Mercato Nero e il Mercante è nel mazzetto del Mercato Nero, metti i segnalini Moneta sui mazzetti delle carte Vittoria all'inizio della partita. -:::Nascondiglio -Qualsiasi numero" include lo zero. Prima peschi le carte; puoi quindi scartare le carte che hai appena pescato. Ogni altro giocatore scegli se scartare due carte o meno, e pescare una carta se lo ha fatto. Se uno degli altri giocatori ha solo una carta, può scegliere di scartarla, ma non pescherà. Se un giocatore scarta ma non ha carte rimaste da pescare, mescola. -:::Soldo -Questa è una carta Tesoro che vale 1 Moneta, come il Rame. Quando la giochi, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Se trovi un Tesoro, scarta le altre carte e gioca quel Tesoro. Se il Tesoro fa qualcosa quando giocato, fai quel qualcosa. Per esempio se il Soldo ti procura un altro Soldo, riveli ancora altre carte. Ricorda che scegli tu l'ordine in cui giocare carte Tesoro; per esempio se hai sia Soldo che Prestito in mano, puoi scegliere uno dei due da giocare per primo. -:::Torre di Guardia -Quando giochi questa carta, peschi carte una alla volta fino ad averne 6 in mano. Se hai già 6 o più carte in mano, non peschi nessuna carta. Quando ottieni una carta, anche nel turno di qualcun'altro, puoi rivelare Torre di Guardia dalla tua mano, per eliminare la carta ottenuta o per metterla in cima al tuo mazzo. Puoi rivelare Torre di Guardia ogni volta che ottieni una carta; per esempio se un altro giocatore usa Ciarlatano, puoi usare Torre di Guardia per eliminare sia la Maledizione che il Rame, o per eliminare la Maledizione e mettere il Rame in cima al mazzo, o semplicemente eliminare la Maledizione, e così via. Hai comunque ottenuto la carta che dovevi ottenere; solo che la elimini immediatamente. Così se il Ciarlatano ti da' una Maledizione e tu la elimini, il mazzetto Maledizione avrà comunque una carta in meno. Puoi rivelare Torre di Guardia anche nel tuo stesso turno, per esempio mentre acquisti una carta o mentre ottieni una carta in altri modi (come con Ampliamento). Se usi Torre di Guardia per mettere una carta sul tuo mazzo ma non hai carte rimaste nel tuo mazzo, non mescoli; la carta ottenuta diventa l'unica carta del tuo mazzo. Rivelare Torre di Guardia non la toglie dalla tua mano; potresti rivelare Torre di Guardia in più turni avversari e averla ancora nel tuo turno per pescare fino a 6 carte. Quando le carte sono ottenute durante il turno di Possessione, il giocatore che ha giocato Possessione è quello che può usare Torre di Guardia, non quello Posseduto. Se una carta ottenuta deve andare da qualche parte che non sia lo scarto, come una carta ottenuta con Miniera, puoi comunque usare Torre di Guardia per eliminarla o metterla sul mazzo. -:::Cantiere -Peschi una carta, puoi giocare altre due Azioni in questo turno, e puoi acquistare un'altra carta nella tua fase Acquisto in questo turno. -::: -Set da dieci raccomandati da Prosperità:Principianti: Banca, Contabilità, Ampliamento, Scagnozzi, Tumulto, Sigillo Reale, Soldo, Torre di Guardia, CantiereInterattiva Amichevole: Vescovo, Città, Contrabbando, Incastonare, Mucchio, Ambulante, Sigillo Reale, Mercante, Nascondiglio, CantiereGrandi Azioni: Città, Ampliamento, Mercato di Lusso, Corte, Prestito, Zecca, Cava, Tumulto, Talismano, NascondiglioGrandissimi Soldi: Banca, Mercato di Lusso, Zecca, Sigillo Reale, Soldo, Esploratore, Laboratorio, Miniera, Usuraio, SpiaL'Esercito del Re: Ampliamento, Scagnozzi, Corte, Tumulto, Nascondiglio, Burocrate, Sala del Consiglio, Fossato, Spia, VillaggioBella Vita: Contrabbando, Contabilità, Mucchio, Monumento, Ciarlatano, Burocrate, Sotterraneo, Cancelliere, Giardini, VillaggioVie per la Vittoria: Vescovo, Contabilità, Scagnozzi, Monumento, Ambulante, Barone, Harem, Pedina, Baraccopoli, PotenziamentoAll Along the Watchtower: Mucchio, Talismano, Mercante, Nascondiglio, Torre di Guardia, Ponte, Grande Salone, Villaggio Minerario, Pedina, CarceriereSette Fortunato: Banca, Ampliamento, Incastonare, Corte, Nascondiglio, Ponte, Battirame, Truffatore, Tributo, Pozzo dei Desideri -:::Platino -Questa non è una carta Regno. Non la usi in ogni partita. E' un tesoro che vale 5 Monete. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.] -:::Colonia -Questa non è una carta Regno. Non la usi in ogni partita. E' una carta Vittoria che vale 10 PV. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.] -:::Stash -Stash is a Treasure that produces 2 coins when played, -like Silver. Whenever you shuffle your deck, you can -choose where in your deck each copy of Stash that you -have goes. You can't look at the fronts of the other cards -in your deck to see where to put it; Stash itself has a -different card back, so that's how you'll know where it is. -If you have multiple copies of Stash, you can clump them -together or spread them out or whatever you want. Since -Stash has a different card back, you will also know if it's -in a player's hand, or set aside for someone's Haven (from -Seaside), and so on. -:::Borsa d'Oro -L'Oro che ottieni viene dalla Riserva e finisce in cima al tuo mazzo. Se il tuo mazzo non ha carte rimaste, diventa l'unica carta del tuo mazzo. Se non è rimasto Oro nella Riserva, non ne ottieni. Questo è un Premio; vedi le Regole Addizionali. -:::Diadema -Questo è un Tesoro che vale 2 Monete, come Argento. Lo giochi nella tua fase Acquisto, come gli altri Tesori. Quando lo giochi, ricevi +1 Moneta extra per ogni Azione inutilizzata che ti resta. Questo significa Azioni, non carte Azione. Quindi per esempio se giochi Villaggio Agricolo (che ti da' +2 Azioni) e poi Diadema, il Diadema ti darà +2 Monete extra, per 4 Monete totali. Se non giochi carte Azione del tutto nel tuo turno, ne avrai una inutilizzata, ottenendo 3 Monete in totale dal Diadema. Questo è un Premio; vedi le Regole Addizionali. - - -:::Mercatino -Alla fine della partita, questa carta vale 2 PV ogni 5 carte dal nome diverso nel tuo mazzo, per difetto. Quindi se hai da 0 a 4 carte diverse, vale 0 PV; se ne hai da 5 a 9, vale 2 PV; da 10 a 14, vale 4 PV; da 15 a 19, vale 6 PV e così via. Di base ci sono solo 17 carte diverse disponibili in ogni partita, ma a volte potrebbero esserci più carte, ad esempio a causa della regola di preparazione di Giovane Strega, o per il Torneo. Durante la preparazione, metti 12 Mercatini nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Villaggio Agricolo -Rivela carte dalla cima del tuo mazzo fin quando non riveli una carta Tesoro o Azione. Se finisci le carte prima di trovarne una, mescola il tuo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trovi una, scarta semplicemente tutte le carte rivelate. Se trovi una carta Azione o Tesoro, mettila nella tua mano e scarta il resto delle carte rivelate. Una carta di tipi multipli, uno dei quali sia Tesoro o Azione (per esempio Diadema, che è Tesoro - Premio), è una carta Tesoro o Azione e quindi verrà pescata da questo. Non scegli Azione o Tesoro; ti fermi sulla prima carta che sia di uno dei due tipi. - -:::Seguaci -Fai le cose nell'ordine riportato. Peschi 2 carte; poi ottieni una Tenuta dalla Riserva, mettendola nel tuo scarto; quindi ogni altro giocatore ottiene una Maledizione dalla riserva, mettendola nel suo scarto; quindi ogni altro giocatore scarta fino ad avere 3 carte in mano. Un giocatore con 3 o meno carte in mano non scarta nessuna carta. Se non ci sono Tenute rimaste, non ne ottieni. Se non ci sono abbastanza Maledizioni rimasta, distribuisci quelle che ci sono in ordine di turno. Questo è un Premio; vedi le Regole Addizionali. - -:::Indovina -Ogni altro giocatore rivela carte dalla cima del suo mazzo finchè non rivela una carta Vittoria o Maledizione. Se finisce le carte prima di trovarne una, mescola il suo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trova nessuna, semplicemente scarte tutte le carte rivelate. Se ne trova una, mette la carta Vittoria o Maledizione in cima al suo mazzo, e scarta le altre carte rivelate. Se il sua mazzo non ha altre carte rimaste, diventa l'unica carta nel suo mazzo. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili) è una carta Vittoria. Non scegli Vittoria o Maledizione; l'effetto finisce alla prima carta che sia di uno dei due tipi. - -:::Borgo -Prima peschi una carta, e ricevi +1 Azione. Quindi puoi scartare una carta per ricevere un ulteriore +1 Azione, o scartare una carta per ricevere +1 Acquisto, o scartare 2 carte per ricevere entrambi i bonus, o non scartare nulla per non ricevere nulla. Ricevi solo il +1 Azione e +1 Acquisto extra se hai davvero scartato una carta per essi. Non puoi scartare più carte per ricevere più +1 Azione o più +1 Acquisto. - -:::Mietitura -Rivela le prime 4 carte del tuo mazzo. Se non ci sono abbastanza carte, rivela quel che puoi, mescola il tuo scarto, e rivela il resto. Se ancora non ci sono 4 carte in totale da rivelare, rivela quel che puoi. Scarti le carte rivelate, e ricevi +1 Moneta per ogni carta dal nome diverso rivelata. Per esempio se avessi rivelato Rame, Argento, Rame, Tenuta riceveresti +3 Monete. - -:::Cornucopia -Questa è una carta Tesoro che vale 0 Monete. La giochi nella tua fase Acquisto, come gli altri Tesori. Non produce Monete da spendere. Comunque, quando la giochi, ottieni una carta che costi fino al numero di carte dal nome diverso che hai in gioco. Include se stessa, altri Tesori giocati, Azioni giocate, e qualsiasi carta Durata dal turno precedente. Conta solo le carte attualmente in gioco, non quelle che c'erano ma non ci sono più; se per esempio avessi giocato un Banchetto in questo turno, lo avresti eliminato, quindi non sarebbe in gioco e non conterebbe per Cornucopia. La carta che ottieni deve venire dalla Riserva, e finisce nel tuo scarto. Se è una carta Vittoria, elimina Cornucopia. Carte di tipi multipli, di cui uno è Vittoria (come Nobili) sono carte Vittoria. Non sei obbligato a giocare Cornucopia nella tua fase Acquisto, e scegli tu l'ordine in cui giochi i Tesori. Non elimini Cornucopia se ottieni una carta Vittora in qualche altro mondo mentre è in gioco (per esempio comprandola). - -:::Mercante di Cavalli -quando giochi questa carta, ricevi +1 Acquisto e +3 Monete, e scarti 2 carte dalla tua mano. Se non hai abbastanza carte da scartare, scarta quel che puoi; ricevi comunque +1 Acquisto e +3 Monete. Quando un altro giocatore usa una carta Attacco, prima che quella carta faccia qualsiasi cosa puoi rivelare questa carta dalla tua mano. Se lo fai, mettila da parte e all'inizio del tuo prossimo turno la rimetti nella tua mano e peschi una carta. Mentre è messa da parte, non è ne in gioco ne nella tua mano, e non può ulteriormente essere messa rivelata agli Attacchi. Quindi funzionerà solo una volta per giro di turni. Puoi rivelarla per un Attacco e ancora giocarla nel tuo prossimo turno. Puoi rivelare più di un Mercante di Cavalli in risposta a un singolo Attacco. Per esempio, se un altro giocatore usa Seguaci, potresti rivelare e mettere da parte due Mercanti di Cavalli dalla tua mano, ottenere una Maledizione e non scartare carte, visto che avresti 3 carte in mano a quel punto. Quindi al tuo prossimo turno riprenderesti in mano i due Mercanti di Cavalli e pescheresti altre due carte. - -:::Battuta di Caccia -Prima peschi una carta e ricevi +1 Azione. Quindi riveli la tua mano, e riveli carte dalla cima del tuo mazzo fino a rivelarne una che non sia un duplicato di una carte nella tua mano. Una carta non è un duplicato di una nella tua mano se non ha lo stesso nome di nessuna delle carte nella tua mano. Se finisci le carte mentre riveli carte, mescola il tuo scarto (ma non le carte rivelate) e continua a rivelare carte. Se ancora non ne trovi nessuna, scarta solo tutte le carte rivelate del tuo mazzo. Se trovi una carta diversa da tutte le carte nella tua mano, mettila in mano e scarta le altre carte rivelate. - -:::Giullare -Ogni giocatore senza carte nel mazzo mescola lo scarto per avere una carta da scartare. Se ancora non ha carta, non scarta. Per ogni giocatore che abbia scartato una carta, se è una carta Vittoria questi ottiene una Maledizione, altrimenti scegli se quel giocatore ottiene una copia di quella carta o se la ottieni tu. Le copie ottenute e le Maledizioni vengono dalla Riserva e finiscono nelle pile dello scarto di chi le ha ottenute. Se viene rivelata una carta di cui non sono rimaste copie nella Riserva, nessuno ne ottiene copie. Questo Attacco colpisce gli altri giocatori in ordine di turno. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili), è una carta Vittoria. - -:::Serraglio -Se ci sono due o più carte nella tua mano con lo stesso nome, peschi solo una carta; se non ci sono duplicati, peschi tre carte. Contano solo i nomi delle carte per questo; Rame e Argento sono due carte diverse per esempio, anche se entrambe sono Tesori. Se non hai del tutto carte in mano dopo aver giocato Serraglio, non hai duplicati in mano e quindi peschi +3 Carte. - -:::Principessa -Questa carta rende tutte le altre carte più economiche (minimo 0 carte) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte più economiche. Si applica alle carte ovunque: nella Riserva, in mano, nei mazzi. Per esempio se giochi Principessa e poi Rifacimento, eliminando un Rame potresti ottenere un Argento, visto che l'Argento costerebbe una Moneta mentre il Rame ne costerebbe comunque 0. Usare Sala del Trono su Principessa non fa costare di meno le carte, visto che c'è comunque una sola copia di Principessa in gioco. Questo è un Premio; vedi le Regole Addizionali. - -:::Rifacimento -Elimina una carta dalla tua mano, e ottieni una carta che costi esattamente 1 Moneta più di essa; quindi elimina un'altra carta dalla tua mano, e ottieni una carta che costi esattamente 1 Moneta più di quella carta. Se non hai carte in mano, non elimini niente e non ottieni niente; se hai solo una carta in mano, eliminala e ottieni una carta che costi 1 Moneta più di essa. Le carte ottenute vengono dalla Riserva e sono poste nel tuo scarto. Se non c'è una carta del costo esatto necessario, non ottieni carte per quella carta eliminata. Per esempio potresti usare Rifacimento per eliminare una Tenuta, ottenendo un Argento, e quindi eliminare un Rame, ottenendo nulla. - -:::Torneo -Per prima cosa ricevi +1 Azione. Quindi ogni altro giocatore, te incluso, può rivelare una carta Provincia dalla propria mano. Quindi, se hai rivelato una Provincia, scarta quella carte e ottieni un Premio a tua scelta oppure un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se non c'erano carte nel tuo mazzo, essa diventa l'unica carta nel tuo mazzo. Ci sono 5 Premi, disposti all'inizio della partita; vedi la Preparazione. Puoi ottenere Premi solo dal mazzetto Premi. Puoi ottenere qualsiasi Premio dal mazzetto Premi; non sei obbligato ad ottenere quello in cima. Puoi ottenere un Ducato, che i Premi siano o no terminati. Puoi scegliere di ottenere un Ducato anche se il mazzetto Ducati è vuoto, o un Premio anche se non ne sono rimasti; in questi casi non ottieni nulla. Dopo aver ottenuto o meno la tua carta, se nessun'altro giocatore ha rivelato Province peschi una carta e ricevi +1 Moneta. - -:::Destriero Fedele -Scegli due delle quattro opzioni; quindi svolgi le opzioni nell'ordine riportato. Quindi se scegli +2 Carte e l'ultima opzione, pescherai le carte prima di ottenere gli Argenti e mettere il tuo mazzo nello scarto. L'ultima opzione fa sia ottenere gli Argenti che mettere il mazzo nello scarto. Gli Argenti vengono dalla Riserva; se ce n'è meno di 4 rimasti, ottieni quelli che puoi. Non guardi nel tuo mazzo mentre lo metti nello scarto. Questo è un Premio; vedi le Regole Addizionali. - -:::Giovane Strega -Questa carta fa sì che ci sia un mazzetto extra nella Riserva, chiamato mazzetto Scongiuro; vedi Preparazione. Il mazzetto extra è come tutti gli altri mazzetti Regno: può essere comprato, ottenuto con carte come Cornucopia, conta per il fine partita. Quando giochi Giovane Strega, dopo aver pescato 2 carte e scartato 2 carte, ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano; se non lo fa, ottiene una Maledizione. Questo Attacco colpisce gli altri giocatori in ordine di turno. I giocatori possono comunque rispondere alla Giovane Strega con carte Reazione come Mercante di Cavalli o Fossato; questi si applicano prima dello Scongiuro. Se la carta Stanza Segreta è lo Scongiuro, prima puoi rivelarla per la sua abilità di Reazione, e poi, se è ancora nella tua mano, puoi rivelarla come Scongiuro per evitare di ottenere una Maledizione. - -:::Walled Village -When you play this, you draw a card and can play two more Actions this -turn. At the start of your Clean-up phase, before discarding anything and -before drawing for next turn, if you have a Walled Village in play and no -more than two Action cards in play (counting the Walled Village), you may -put the Walled Village on top of your deck. If the only cards you have in -play are two Walled Villages, you may put either or both of them on top of -your deck. Walled Village has to be in play to be put on top of your deck. -Walled Village only checks how many Action cards are in play when its -ability resolves; Action cards you played earlier this turn but which are no -longer in play (such as Feast from Dominion) are not counted, while Action -cards still in play from previous turns (duration cards from Dominion: -Seaside) are counted, as are Action cards that are in play now but may -leave play after resolving Walled Village (such as Treasury from -Dominion: Seaside). -:::Governor - -You always get +1 Action. Then you either -1) draw three cards and each other player draws a card; -2) gain a Gold and each other player gains a Silver; -3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. - -Go in turn order, starting with yourself; this may matter if piles are low. -The gained cards come from the Supply and are put into discard piles; -if there are none left, those cards are not gained. -For example if you choose the second option and -there is only one Silver in the Supply, the player to your -left gets it and no-one else gets one. -For the third option, you only gain a card if you trashed a card, -and only if there is a card available in the Supply with the exact cost required. -If you do trash a card, you must gain a card if you can. -You cannot trash a Governor you played to itself, as it is -no longer in your hand when you play it (though you can trash -another copy of Governor from your hand). -:::Incrocio -Prima rivela la tua mano, e pesca una carta per ogni carta Vittoria rivelata, se presenti. Le carte rivelate rimangono nella tua mano. Le carte con due tipi, di cui uno sia Vittoria, sono carte Vittoria. Quindi, se questa è la prima volta che giochi un Incrocio in questo turno, ricevi +3 Azioni. Ulteriori Incroci giocati in questo turno ti daranno le carte ma non le Azioni. Usando una carta che ti permette di giocare una carta più volte (come Sala del Trono) su Incrocio, otterrai le +3 Azioni solo la prima volta in cui la giochi. - -:::Duchessa -Quando la giochi, ricevi +2 Monete ed ogni giocatore, te incluso, guarda la prima carta del suo mazzo e la scarta o la rimette a posto, a sua scelta. Ogni giocatore senza carte nel suo mazzo prima mescola il suo scarto; ogni giocatore che ancora non abbia carte da guardare non guarda nulla. Quando un giocatore ottiene un Ducato in una partita con la Duchessa nella Riserva, quel giocatore può anche ottenre una Duchessa dalla Riserva. Questo funziona sia che il Ducato sia stato comprato, che ottenuto in altri modi. La Duchessa non interagisce in nessun modo speciale con la carta promo Mercato Nero. - -:::Oro dello Stolto -Questa è sia una carta Tesoro che una Reazione. Può essere giocata nella tua fase Acquisto come gli altri Tesori. Quando la giochi, vale 1 Moneta se è la prima volta che giochi un Oro dello Stolto in questo turno, altrimenti vale 4 Monete. Quindi se giochi tre Oro dello Stolto nello stesso turno, il primo vale 1 Moneta, il secondo vale 4 Monete, e il terzo vale 4 Monete. Oro dello Stolto è anche una Reazione. Quando un altro giocatore ottiene una Provincia, puoi eliminare Oro dello Stolto dalla tua mano; se lo fai, ottieni un Oro dalla Riserva, mettendolo in cima al tuo mazzo al posto che nello scarto. Se non ci sono carte nel tuo mazzo, quell'Oro diventa l'unica carta del tuo mazzo. Se non ci sono Ori rimasti nella Riserva, non ne ottieni, ma puoi comunque eliminare Oro dello Stolto. Questa Reazione è possibile solo quando un altro giocatore ottiene una Provincia, non tu. E' utilizzabile sia che la Provincia sia ottenuta tramite acquisto, che in altri modi. - -:::Sviluppo -Prima elimina una carta dalla tua mano, se hai carte in mano. Sviluppo non è più nella tua mano e quindi non può eliminarsi da solo (anche se può eliminare altre copie di Sviluppo). Se hai eliminato due carte, ottieni due carte, una delle quali costa esattamente 1 Moneta in più della carta eliminata, e l'altra costa esattamente 1 Monete in meno della carta eliminata. Le carte ottenute vengono dalla Riserva; ottienile nell'ordine che preferisci. Se non ci sono carte nella Riserva di uno dei dui costi, ottieni comunque l'altra carta se puoi. Metti le carte ottenute in cima al tuo mazzo al posto che nel tuo scarto. Se elimini un Rame con Sviluppo, che costa 0 Monete, proverai (fallendo) ad ottenere una carta che costa -1 Monete, e proverai ad ottenere una carta che costa 1 Moneta. - -:::Oasi -Peschi prima di scartare. Puoi scartare la carta che hai pescato. Se non puoi pescare carte (non hai carte nel mazzo, e non ne hai nello scarto da mescolare), comunque scarti una carta se puoi. - -:::Oracolo -Prima, ogni giocatore te incluso rivela le prime due carte del suo mazzo, e le scarta entrambe o le rimette entrambe in cima, a tua scelta. Un giocatore che le rimetta in cima lo fa in un ordine di sua scelta, e senza doverlo rivelare. Quindi, tu peschi due carte. Se hai rimesso a posto le carte rivelate, pescherai quelle. - -:::Macchinazione -Quando giochi questa carta, ricevi +1 Azione e inneschi un effetto che si verificherà dopo, all'inizio della fase di Pulizia. In quel momento, se vuoi puoi scegliere una carta Azione che hai in gioco. Se scarti quella carta Azione in questo turno, come faresti normalmente, la metterai in cima al tuo mazzo. Questo avviene prima che tu peschi le carte nel prossimo turno. La carta Azione scelta può essere la stessa Macchinazione, o qualsiasi altra carta Azione tu abbia in gioco, che potrebbe essere stata giocata prima o dopo Macchinazione. Se la carta Azione non è scartata durante la Pulizia, per esempio perchè si tratta di una carta Durata giocata in questo turno, non viene messa sul tuo mazzo. - -:::Galleria -Questa è sia una carta Vittoria che una carta Reazione. Alla fine della partita, la Galleria vale 2 punti Vittoria. L'abilità di Reazione della Galleria funziona quando la scarti. Non puoi semplicemente scegliere di scartarla; qualcosa deve fartelo fare. Quest'abilità funziona sia che scarti la Galleria nel tuo turno (come con l'Oasi) o nel turno di qualcun'altro (come con Margravio). Funziona sia se è scartata dalla tua mano (come con Oasi) che dal tuo mazzo, o se messa da parte (come col Cartografo). Se la Galleria non verrebbe normalmente rivelata (come con le carte scartate col Cartografo), devi riverlarla per ottenere l'Oro. Rivelarla è opzionale, anche se la Galleria era già rivelata per altre ragioni; non sei obbligato a guadagnare Oro. Questa abilità non funziona se le carte vengono messe nel tuo scarto senza venire scartate, come quando compri una carta, quando ottieni una carta direttamente (come col Villaggio di Frontiera), quando il tuo mazzo è messo nello scarto, come col Cancelliere, o con Possessione nel momento in cui le carte eliminate ti sono restituite a fine turno. Inoltre non funziona durante la Pulizia, quando scarti normalmente tutte le tue carte giocate e non giocate. Il punto chiave da guardare è se su una carta è chiaramente scritto di "scartare" carte. L'Oro ottenuto viene dalla Riserva e finisce nello scarto; se non c'è Oro rimasto nella Riserva, non ne ottieni. - -:::Tuttofare -Questa carta fa quattro cose separate, nell'ordine riportate; le fai tutte (l'ultima è opzionale). Primo, ottieni un Argento dalla Riserva e lo metti nello scarto. Se non ci sono Argenti rimasti nella Riserva, non ne guadagni. Secondo, guarda la prima carta del tuo mazzo, e scartala o rimettila in cima. Se non ci sono carte rimaste nel tuo mazzo, mescola lo scarto per avere una carta da guardare (ciò mescolerà anche l'Argento appena ottenuto). Se ancora non ci sono carte, non ne guardi. Terzo, pesca carte fino ad averne 5 in mano. Se hai già cinque o più carte in mano, non peschi nessuna carta. Se non rimangono abbastanza carte da pescare fra il tuo mazzo e lo scarto, pesca quel che puoi. Quarto, puoi eliminare una carta dalla tua mano che non sia una carta Tesoro. Le carte di due tipi, di cui uno è Tesoro, sono Tesori. -:::Ladro Gentiluomo -Quando lo giochi, ricevi +1 Moneta. Quando lo giochi e anche quando lo compri, ogni altro giocatore rivela le prime due carte del suo mazzo, elimina un Argento o un Oro a tua scelta, e scarta il resto. Ogni giocatore che non abbia rivelato nessuna carta Tesoro in questo modo ottiene un Rame dalla Riserva, mettendolo nello scarto. Infine, ottieni tutti gli Ori e gli Argenti eliminati in questo modo. Questa carta non può eliminare alcun Tesoro eccetto Argento o Oro. Ottenere un Ladro Gentiluomo senza comprarlo non fa partire questa abilità. Ladro Gentiluomo è una carta Attacco, e quando lo usi gli altri giocatori possono usare carte come Fossato o Stanza Segreta in risposta. Però, comprare un Ladro Gentiluomo non è "giocare una carta Attacco", quindi carte come Fossato non possono rispondere. - -:::Campo Nomadi -Quando ottieni questa carta, va in cima al tuo mazzo e non nello scarto. Succede sia che tu la ottenga comprandola che in altro modo. Se non ci fossero carte nel tuo mazzo, diventa l'unica carta del tuo mazzo. - -:::Via della Seta -Questa è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto Vittoria per ogni quattro carte Vittoria nel tuo mazzo (contando tutte le tue carte, il tuo scarto e la tua mano sono parte del tuo mazzo a quel punto). La Via della Seta conta anche se stessa. Arrotonda per difetto. Se hai 11 carte Vittoria, Via della Seta vale 2 punti Vittoria. Durante la preparazione, metti 12 Vie della Seta nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Mercante di Spezia -Puoi eliminare una carta Tesoro dalla tua mano. E' opzionale. Se hai eliminato una carta Tesoro, scegli se ricevere +2 Carte e +1 Azione, o +2 Monete e +1 Acquisto. - -:::Commerciante -Quando giochi questa carta, elimina una carta dalla tua mano, e se lo hai fatto ottieni un numero di Argenti pari al costo di quella carta in Monete. Gli Argenti vengono dalla Riserva e finiscono nel tuo scarto. Se non ci sono abbastanza Argenti rimasti, ottieni solo quelli che puoi. Ottieni Argenti soltanto se hai eliminato una carta. Se elimini una carta che costa 0 Monete, come un Rame, otterrai zero Argenti. Puoi eliminare un Argento se vuoi; otterresti normalmente tre Argenti per questo. Se i costi sono modificati, come per aver giocato Strada Maestra, il Commerciante ti darà un numero modificato di Argenti, basato sul costo attuale. Per esempio se giochi Strada Maestra e poi Commerciante, eliminare una Tenuta ti farebbe ottenere un solo Argento. Se elimini una carta con una Pozione nel suo costo, non ottieni nulla per la Pozione, solo per il costo in Monete. Il Commerciante è anche una Reazione. Quando ottieni una carta, sia per averla comprata che per averla ottenuta in altri modi, puoi rivelare il Commerciante dalla tua mano per guadagnare un Argento dalla Riserva al posto della carta che dovresti ottenere. Se sarebbe dovuto succedere qualcosa per aver ottenuta l'altra carta, non avviene, visto che non l'hai ottenuta. Per esempio se compri Infame Profitto ma usi Commerciante per ottenere Argento al suo posto, nessuno otterrà una Maledizione. Però se avviene qualcosa quando compri una carta, quel qualcosa avviene ugualmente se sostituisci la carta ottenuta con l'Argento. Per esempio puoi comprare Terra Coltivata, eliminare una carta dalla tua mano e ottenerne una che costi 2 Monete in più, quindi usare Commerciante per ottenere Argento al posto di Terra Coltivata. Se la carta che dovresti ottenere non viene dalla Riserva, l'Argento comunque viene dalla Riserva. Se non ci sono Argenti rimasti nella Riserva, puoi comunque rivelare il Commerciante quando ottieni una carta; non ottieni nulla al posto della carta che avresti ottenuto. -:::Forziere -Questa è una carta Tesoro che vale 3 Monete, come l'Oro. Quando ottieni questa carta, ottieni anche due Rame dalla Riserva. Se non ci sono Rame rimasti, ottieni quelli che puoi. Ottieni Rame solo quando ottieni Forziere, non quando lo giochi. Ottieni Rame sia che tu abbia comprato Forziere sia che tu l'abbia ottenuto in altri modi. - -:::Cartografo -Prima peschi una carta, poi guardi le prime 4 carte del tuo mazzo. Se ci sono meno di 4 carte rimaste nel tuo mazzo, guarda le carte rimaste, e rimescola lo scarto (che non include queste carte) per avere le carte rimanenti necessario. Se ancora non ci sono abbastanza carte, guarda quelle che puoi. Scarta qualsiasi numero delle carte che hai guardato: nessuna, tutte e quattro, o una via di mezzo. Metti il resto in cima al tuo mazzo in qualsiasi ordine. Se non c'erano carte rimaste nel tuo mazzo, queste diventano le uniche carte del tuo mazzo. Non riveli le carte che rimetti in cima. -:::Diplomatico -Quando giochi questa carta, peschi cinque carte, quindi scarti tre carte. Le carte che scarti possono essere quelle che già avevi nella tua mano e/o quelle appena pescate. Scarti tre carte se puoi, anche se non hai potuto pescare tutte e cinque le carte (ad esempio per non avere abbastanza carte nel tuo mazzo e nello scarto). Se non hai tre carte da scartare, scartane quante puoi. Quando ottieni questa carta, ogni altro giocatore ottiene un Argento. I giocatori ottengono Argento solo quando ottieni questa carta, non quando la giochi. Ottengono Argento sia che tu abbia comprato questa carta sia che tu l'abbia ottenuta in altro modo. Ottenere Argento non è per loro opzionale. Gli Argenti vengono dalla Riserva. Se non ci sono abbastanza Argenti rimasti, distribuiscili in ordine di turno. - -:::Contrattazione -Quando la giochi, ricevi +2 Monete. Mentre questa carta è in gioco, ogni volta che compri una carta ottieni una carta che costi meno di quella comprata che non sia una carta Vittoria. Per esempio, potresti comprare una Provincia ed ottenere un Oro grazie a Contrattazione. Ottenere una carta non è opzionale. La carta ottenuta viene dalla Riserva ed è posta nel tuo scarto. Contrattazione ti da' una carta extra solo quando compri una carta, non se ottieni carta in altro modo (ad esempio tramite lo stesso Contrattazione). Se non ci sono carte più economiche disponibili nella Riserva (per esempio se compri Rame), non ottieni carte. Usare una carta che ti fa giocare altre carte diverse volte (come Sala del Trono) su Contrattazione non ti fa ottenere due o più carte per carta comprata, dal momento che c'è ancora solo una copia di Contrattazione in gioco. Il bonus è cumulativo, se hai tre Contrattazione in gioco, otterrai tre carti in più per ogni carta comprata. Le carte con due tipi, di cui uno è Vittoria, sono carte Vittoria e quindi non si possono ottenere con Contrattazione. -:::Strada Maestra -Rende tutte le altre carte più economiche (fino al minimo di 0 Monete) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte meno costose. Si applica alle carte ovunque: nella Riserva, nelle mani, nei mazzi. Per esempio se hai giocato Strada Maestra e poi Sviluppo, puoi eliminare un Rame e ottenere una Tenuta, visto che la Tenuta costerebbe 1 Moneta mentre il Rame costerebbe ancora 0 Monete. Usare una carta che ti fa giocare una carta diverse volte (come Sala del Trono) su Strada Maestra non fa costare meno le carte, dal momento che c'è ancora solo una copia di Strada Maestra in gioco. Il bonus è cumulativo; se hai tre Strade Maestre in gioco, tutte le carte costano 3 Monete in meno (con un minimo di 0 Monete). -:::Infame Profitto -Questo è un Tesoro che vale 1 Moneta, come il Rame. Quando lo giochi, puoi ottenere un Rame. Il Rame ottenuto viene dalla Riserva e lo metti nella tua mano; puoi giocarlo immediatamente. Se non c'è Rame rimasto nella Riserva, non ne ottieni. Quando ottieni Infame Profitto, ogni altro giocatore ottiene una Maledizione. Questo avviene sia che compri Infame Profitto sia che lo ottieni in altro modo. Le Maledizioni vengono dalla Riserva e vanno negli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno. Infame Profitto non è un Attacco, ed ottenerlo non è giocare un Attacco; carte come Fossato non funzionano contro di esso. -:::Locanda -Quando giochi questa carta, peschi 2 carte, ricevi +2 Azioni, quindi scarti 2 carte. Le carte che scarti possono essere quelle che già avevi in mano e/o quelle appena pescate. Scarti carte se puoi, anche se non hai potuto pescare 2 carte. Quando ottieni questa carta, cerca nel tuo scarto (cosa normalmente proibita) e rimescola qualsiasi numero di carte Azione che vi trovi nel tuo mazzo (lasciando il resto nel tuo scarto). Non sei obbligato a rimescolare alcuna carta Azione nel tuo mazzo. Puoi rimescolare la Locanda che hai appena ottenuto nel mazzo; è una carta Azione nel tuo scarto. Carte di due tipo, di cui uno è Azione, sono carte Azione. Devi rivelare le carte Azione che scegli di mescolare nel tuo mazzo. Non ha importanza l'ordine in cui lasci il tuo scarto. Quest'abilità funziona sia se compri la Locanda sia se la ottieni in altro modo. - -:::Mandarino -Quando giochi questa carta, ricevi +3 Monete e metti una carta dalla tua mano in cima al tuo mazzo. Se non hai carte rimaste in mano, non metti carte in cima al tuo mazzo. Se non ci sono carte rimaste nel mazzo, la carta che vi metti in cima diventa l'unica carta del tuo mazzo. Quando ottieni questa carta, metti tutti i tuoi Tesori in gioco in cima al tuo mazzo in qualsiasi ordine. Non sei obbligato a mostrare quest'ordine agli altri giocatori. Devi mettere tutti i tuoi Tesori sul mazzo; non puoi lasciarne fuori alcuni. Ci metti solo i Tesori in gioco, non quelli in mano. Questo non ti impedisce di avere le Monete fornite da quei Tesori ancora disponibili; per esempio, se hai +1 Acquisto e giochi quattro Ori comprando un Mandarino, metti gli Ori in cima al mazzo ma hai ancora 7 Monete da spendere. Il Mandarino mette i Tesori che hai giocato sul tuo mazzo sia che tu lo abbia comprato sia che tu lo abbia ottenuto in altri modi, anche se normalmente hai Tesori in gioco soltanto nella fase Acquisto. - -:::Margravio -Peschi 3 carte e ricevi +1 Acquisto. Ogni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte in mano. Pescare una carta non è per loro opzionale. Un giocatore che abbia tre o meno carte in mano dopo aver pescato non scarta niente. - -:::Stalla -Puoi scartare un Tesoro dalla tua mano. E' opzionale. Se ne hai scartato uno, ricevi +3 Carte e +1 Azione. Peschi dopo aver scartato, così se devi rimescolare per avere le 3 carte, mescoli anche la carta appena scartata. - -:::Villaggio di Frontiera -Quando giochi questa carta, peschi una carta e puoi giocare altre due Azioni in questo turno. Quando ottieni questa carta, ottieni anche una carta dalla Riserva che costi meno del Villaggio di Frontiera. Normalmente sarà una carta che costa fino a 5 Monete, ma se il Villaggio di Frontiera costa meno del normale, come provocato dalla Strada Maestra, anche la carta ottenuta avrà un minore costo massimo. Ottieni carte solo quando ottieni Villaggio di Frontiera, on quando lo giochi. Ottieni una carta sia se acquisti Villaggio di Frontiera sia se lo ottieni in altro modo. - -:::Terra Coltivata -Questa è una carta Vittoria, non una carta Azione. Vale 2 punti Vittoria alla fine della partita. Quando la compri, elimina una carta dalla tua mano se puoi, e se lo hai fatto ottieni una carta dalla Riserva che costi esattamente 2 Monete in più della carta eliminata se possibile. Se non ci sono carte rimaste nella tua mano da eliminare, non elimini e non ottieni carte e se hai eliminato una carta ma non ci sono carte nella Riserva che costino esattamente 2 Monete in più della carta eliminata, non ottieni una carta. Questa abilità funziona solo quando acquisti Terra Coltivata, non se la ottieni in altro modo. Durante la preparazione, metti 12 Terre Coltivate nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. -:::Armory -The card you gain comes from the Supply and is put on -top of your deck. -:::Band of Misfits -When you play this, you pick an Action card from -the Supply that costs less than it, and treat this card as if it were -the card you chose. Normally this will just mean that you follow -the instructions on the card you picked. So, if you play Band of -Misfits and Fortress is in the Supply, you could pick that and then -you would draw a card and get +2 Actions, since that is what -Fortress does when you play it. Band of Misfits also gets the -chosen card's cost, name, and types. If you use Band of Misfits as -a card that trashes itself, such as Death Cart, you will trash the -Band of Misfits (at which point it will just be a Band of Misfits -card in the trash). If you use Band of Misfits as a duration card -(from Seaside), Band of Misfits will stay in play until next turn, -just like the duration card would. If you use Band of Misfits as a -Throne Room (from Dominion), King's Court (from Prosperity), -or Procession, and use that effect to play a duration card, Band of -Misfits will similarly stay in play. If you use Throne Room, King's -Court, or Procession to play a Band of Misfits card multiple times, -you only pick what to play it as the first time; the other times it is -still copying the same card. For example, if you use Procession to -play Band of Misfits twice and choose Fortress the first time, you -will automatically replay it as Fortress, then trash the Band of -Misfits, return it to your hand (it is a Fortress when it's trashed, -and Fortress has a when-trashed ability that returns it to your -hand), and gain an Action card costing exactly 6 Coins(1 Coin more than -Band of Misfits, which has left play and so is no longer copying -Fortress). If you use Band of Misfits as a card that does something -during Clean-up, such as Hermit, it will do that thing during -Clean-up. When you play Horn of Plenty (from Cornucopia), it -counts Band of Misfits as whatever Band of Misfits was played as; -for example if you play a Band of Misfits as a Fortress, and then -play another Band of Misfits as a Scavenger, and then play Horn -of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can -only be played as a card that is visible in the Supply; it cannot be -played as a card after its pile runs out, and cannot be played as a -non-Supply card like Mercenary; it can be played as the top card -of the Ruins pile, but no other Ruins, and can only be played as Sir -Martin when that is the top card of the Knights pile -:::Bandit Camp -Draw a card before gaining a Spoils. The Spoils -comes from the Spoils pile, which is not part of the Supply, and is -put into your discard pile. If there are no Spoils cards left, you do -not get one. -:::Beggar -When you play this, you gain three Coppers from the -Supply, putting them into your hand. If there are not three -Coppers left, just gain as many as you can. When another player -plays an Attack card, you may discard this from your hand. If you -do, you gain two Silvers from the Supply, putting one on your deck -and the other into your discard pile. If there is only one Silver left, -put it on your deck; if there are no Silvers left, you do not gain any. -:::Catacombs -When you play this, you look at the top 3 cards of -your deck, and either put all 3 into your hand, or discard all 3 and -draw the next 3 cards. If you discard them and have to shuffle to -draw 3 cards, you will shuffle in the cards you discarded and may -end up drawing some of them. When you trash Catacombs, you -gain a card costing less than it. This happens whether Catacombs -is trashed on your turn or someone else's, and no matter who has -the card that trashed it. The gained card comes from the Supply -and is put into your discard pile. -:::Count -This card gives you two separate choices: first you either -discard 2 cards, put a card from your hand on top of your deck, or -gain a Copper; after resolving that, you either get +3 Coins, trash your -hand, or gain a Duchy. For example, you might choose to discard -2 cards, then gain a Duchy. Gained cards come from the Supply -and are put into your discard pile. You can choose an option even -if you cannot do it. If you trash multiple cards that do something -when trashed at once, trash them all, then choose an order to -resolve the things that happen due to them being trashed. -:::Ruins -See Additional Rules for Dark Ages and Preparation. -Abandoned Mine: When you play this, you just get +1 Coin. -Ruined Library: When you play this, you draw a card. -Ruined Market: When you play this, you just get +1 Buy. -Ruined Village: When you play this, you just get +1 Action. -Survivors: You either discard both cards, or put both cards back on -top; you cannot just discard one card. -:::Counterfeit -This is a Treasure worth 1 Coin. You play it in your Buy -phase, like other Treasures. When you play it, you also get +1 Buy, -and you may play an additional Treasure card from your hand -twice. If you choose to do that, you trash that Treasure. You still -get any coins that Treasure gave you from playing it, despite -trashing it. If you use Counterfeit to play Spoils twice, you will get -+ 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to -the Spoils pile; you will be unable to trash it. If you use -Counterfeit to play a Treasure that does something special when -you play it, you will do that thing twice. Cards with two types, one -of which is Treasure (such as Harem from Intrigue) are Treasures -and so can be played via Counterfeit. -:::Cultist -When you play this, you draw two cards, then each other -player gains a Ruins. These come from the Ruins pile in the Supply, -and are put into discard piles. Go in turn order starting to your -left; each player takes the top Ruins, revealing the next one each -time. If the Ruins pile runs out, players stop gaining them at that -point. After giving out Ruins, you may play another Cultist from -your hand. It can be one you just drew from playing Cultist, or -one you already had in your hand. Playing a Cultist this way does -not use up any extra Actions you were allowed to play due to cards -like Fortress - the original Cultist uses up one Action and that is it. -When you trash a Cultist of yours, you draw three cards. This -happens whether or not it is your turn, and whether or not the -card that causes Cultist to be trashed was yours. If you trash a -Cultist while revealing cards, such as to a Knight attack, you do not -draw the revealed cards that are about to be discarded. -:::Death Cart -When you play Death Cart, you get + 5 Coins, and either -trash an Action card from your hand, or trash the Death Cart. If -you have no Action card in your hand, you will have to trash the -Death Cart, but you can trash the Death Cart whether or not you -have an Action card in hand. A card with multiple types, one of -which is Action, is an Action card. When you gain a Death Cart, -either from buying it or from gaining it some other way, you also -gain 2 Ruins. You just take the top 2, whatever they are. If there -are not enough Ruins left, take as many as you can. The Ruins -come from the Supply and are put into your discard pile. The -other players get to see which ones you got. The player gaining -Death Cart is the one who gains Ruins; if Possession (from -Alchemy) is used to make another player buy Death Cart, the -player actually gaining the Death Cart (the one who played -Possession) gains the Ruins. If you use Trader (from Hinterlands) -to take a Silver instead of a Death Cart, you do not gain any Ruins. -It doesn't matter whose turn it is; if you use Ambassador (from -Seaside) to give Death Carts to each other player, those players -also gain Ruins. Passing cards with Masquerade (from Intrigue) -does not count as gaining them. -:::Feodum -This is a Victory card. Play with 8 for games with 2 -players, or 12 cards for games with 3 or more players. At the end -of the game, each Feodum is worth 1 Victory for every 3 Silvers in your -deck, rounded down. For example, if you have 11 Silvers, your -Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 -Silvers. The Silvers come from the Supply and are put into your -discard pile. If there are not enough Silvers left, gain as many as -you can. -:::Forager -Trash a card from your hand if you can. Whether or not -you can, you still get +1 Coin er differently named Treasure in the -trash, plus +1 Action and +1 Buy. Multiple copies of the same -Treasure card do not increase how much you get. For example, if -the trash has four Coppers, a Counterfeit, and six Estates, you get -+2 Coins. Cards with multiple types, one of which is Treasure (such as -Harem from Intrigue), are Treasures. -:::Fortress -When you play this, you draw a card and get +2 Actions. -If this is trashed, you take it from the trash and put it into your -hand. This happens no matter whose turn it is when Fortress is -trashed. It is not optional. You still trashed Fortress, even though -you get it back; for example if you play Death Cart and choose to -trash Fortress, the "if you do" on Death Cart is true, you did trash -an Action, so you do not trash Death Cart. -:::Graverobber -You choose either option, then do as much of it as -you can; you can choose an option even if you will not be able to -do it. You can look through the trash at any time. If you choose to -gain a card from the trash, the other players get to see what it is, -and it goes on top of your deck. If there were no cards in your -deck, it becomes the only card in your deck. If there is no card in -the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards -with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If -you choose to trash an Action card from your hand, the card you -gain comes from the Supply and is put into your discard pile. -:::Hermit -When you play this, look through your discard pile, and -then you may choose to trash a card that is not a Treasure, from -either your hand or your discard pile. You do not have to trash a -card and cannot trash Treasures. A card with multiple types, one -of which is Treasure (such as Harem from Intrigue), is a Treasure. -After trashing or not, you gain a card costing up to 3 Coins. The card -you gain comes from the Supply and is put into your discard pile. -Gaining a card is mandatory if it is possible. Then, when you -discard Hermit from play - normally, in Clean-up, after playing it -in your Action phase - if you did not buy any cards this turn, you -trash Hermit and gain a Madman. The Madman comes from the -Madman pile, which is not in the Supply, and is put into your -discard pile. It does not matter whether or not you gained cards -other ways, only whether or not you bought a card. If there are no -Madman cards left, you do not gain one. If Hermit is not -discarded from play during Clean-up - for example, if you put it -on your deck with Scheme (from Hinterlands) - then the ability -that trashes it will not trigger. -:::Hovel -This is a Shelter; see Preparation. It is never in the Supply. -When you buy a Victory card, if Hovel is in your hand, you may -trash the Hovel. A card with multiple types, one of which is -Victory, is a Victory card. You do not get anything for trashing -Hovel; you just get to get rid of it. -:::Hunting Grounds -When you play this, draw 4 cards. If this is -trashed, you either gain a Duchy or 3 Estates, your choice. These -cards come from the Supply and are put into your discard pile. If -you choose the 3 Estates and there are not 3 left, just gain as many -as you can. -:::Ironmonger -First you draw a card, then you reveal the top card of -your deck, then you either discard that card or put it back on top -of your deck. Then you get bonuses based on the types of the card -you revealed. A card with 2 types gives you both bonuses; for -example, if you revealed Harem (from Intrigue), you would both -draw a card and get +1 Coins. -:::Junk Dealer -You have to trash a card from your hand if you can. -You draw before trashing. -:::Knights -The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. - -When Sir Martin is the top card of the pile, it can be gained with -an Armory and so on. If Sir Vander is trashed, you gain a Gold; this -happens whether it is trashed on your turn or someone else's. The -player who had Sir Vander is the one who gains the Gold, -regardless of who played the card that trashed it. The Gold from -Sir Vander, and the card gained for Dame Natalie, comes from the -Supply and is put into your discard pile. -When playing Dame Anna, you may choose to trash zero, one, or -two cards from your hand. Dame Josephine is also a Victory card, -worth 2 Victory at the end of the game. The Knight pile is not a Victory -pile though, and does not get a counter for Trade Route (from -Prosperity) even if Dame Josephine starts on top. If you choose to -use the Knights with Black Market (a promotional card), put a -Knight directly into the Black Market deck, rather than using the -randomizer card. Sir Martin only costs 4 Coins, though the other -Knights all cost 5 Coins. -:::Madman -This card is not in the Supply; it can only be obtained -via Hermit. When you play it, you get +2 Actions, return it to the -Madman pile if you can (this is not optional), and if you did -return it, you draw a card per card in your hand. For example if -you had three cards in hand after playing Madman, you would -draw three cards. Normally, nothing will prevent you from -returning Madman to the Madman pile, but you may fail to due -to playing Madman twice via Procession, Throne Room (from -Dominion), or King's Court (from Prosperity). So, for example, if -you Procession a Madman, you will get +2 Actions, return -Madman to the Madman pile, draw a card per card in your hand, -get another +2 Actions, fail to return Madman and so not draw -cards the second time, fail to trash Madman, and then gain an -Action card costing exactly 1 Coin if you can. -:::Marauder -First you gain a Spoils. It comes from the Spoils pile, -which is not part of the Supply, and is put into your discard pile. -If there are no Spoils cards left, you do not get one. Then each -other player gains a Ruins. These come from the Ruins pile in the -Supply, and are put into discard piles. Go in turn order starting to -your left; each player takes the top Ruins, revealing the next one -each time. If the Ruins pile runs out, players stop gaining them at -that point. -:::Market Square -When you play this, you draw a card and get +1 -Action and +1 Buy. When one of your cards is trashed, you may -discard Market Square from your hand. If you do, you gain a Gold. -The Gold comes from the Supply and is put into your discard pile. -If there is no Gold left in the Supply, you do not gain one. You may -discard multiple Market Squares when a single card of yours is -trashed. -:::Mercenary -This card is not in the Supply; it can only be obtained -via Urchin. When you play it, you may trash 2 cards from your -hand. If you do, you draw two cards, get +2 Coins, and each other -player discards down to 3 cards in hand. Players who already have -3 or fewer cards in hand do nothing. Players responding to this -Attack with cards like Beggar must choose to do so before you -decide whether or not to trash 2 cards from your hand. If you play -this with only one card in hand, you may choose to trash that -card, but then will fail the "if you do" and will not draw cards and -so on. If the cards you trash do things when trashed, first trash -them both, then choose what order to resolve the things they do -when trashed. -:::Mystic -You get +1 Action and +2 Coins. Then name a card ("Copper," -for example - not "Treasure") and reveal the top card of your deck; -if you named the same card you revealed, put the revealed card -into your hand. If you do not name the right card, put the -revealed card back on top. You do not need to name a card being -used this game. Names need to match exactly for you to get the -card; for example Sir Destry and Sir Martin do not match. You do -not need to name a card available in the Supply. -:::Necropolis -This is a Shelter; see Preparation. It is never in the -Supply. It is an Action card; when you play it, you get +2 Actions. -:::Overgrown Estate -This is a Shelter; see Preparation. It is never in -the Supply. It is a Victory card despite being worth 0 Victory. If this is -trashed, you draw a card, right then, even in the middle of -resolving another card. For example, if you use Altar to trash -Overgrown Estate, you first draw a card, then gain a card costing -up to 5 Coins. This card does not give you a way to trash itself, it merely -does something if you manage to trash it. -:::Pillage -First trash Pillage. Then each other player with 5 or more -cards in hand reveals his hand and discards a card of your choice. -This happens in turn order, starting with the player to your left. -Then you gain two Spoils cards. The two Spoils cards come from -the Spoils pile, which is not part of the Supply, and are put into -your discard pile. If there are no Spoils cards left, you do not get -one; if there is only one, you just get one. -:::Poor House -First you get +4 Coins. Then you reveal your hand, and lose 1 Coin -per Treasure card in it. You can lose more than 4 Coins this way, but -the amount of coins you have available to spend can never go -below 0 Coins. Cards with two types, one of which is Treasure (such as -Harem from Intrigue) are Treasure cards. -:::Procession -Playing an Action card from your hand is optional. If -you do play one, you then play it a second time, then trash it, then -gain an Action card costing exactly 1 Coin more than it (even if -somehow you failed to trash it). Gaining a card is not optional -once you choose to play an Action card, but will fail to happen if -no card in the Supply costs the exact amount needed. If something -happens due to trashing the card - for example drawing 3 cards -due to trashing a Cultist - that will resolve before you gain a card. -The gained card comes from the Supply and is put into your -discard pile. This does not use up any extra Actions you were -allowed to play due to cards like Fortress - Procession itself uses up -one Action and that is it. You cannot play any other cards in -between resolving the Procession-ed Action card multiple times, -unless that Action card specifically tells you to (such as Procession -itself does). If you Procession a Procession, you will play one -Action twice, trash it, gain an Action card costing 1 Coin -more, then play another Action twice, trash it, gain an Action card costing -1 Coin more, then trash the Procession and gain an Action costing -1 Coin more than it. If you Procession a card that gives you +1 Action, -such as Vagrant, you will end up with 2 Actions to use afterwards, -rather than the one you would have left if you just played two -Vagrants. If you use Procession on a Duration card (from Seaside), -Procession will stay out until your next turn and the Duration -card will have its effect twice on your next turn, even though the -Duration card is trashed. -:::Rats -Follow the instructions in order. First draw a card; then gain -a Rats from the Supply, putting it into your discard pile; then trash -a card from your hand that is not a Rats card. If there are no Rats -cards left, you do not gain one. If you have no cards in your hand -other than Rats, reveal your hand and you do not trash a card. If -Rats is trashed, you draw a card. This happens whether it is your -turn or another player's, and regardless of which player has the -card that trashed Rats. There are 20 copies of Rats, rather than the -usual 10; the pile starts with all 20, regardless of the number of -players. -:::Rebuild -You can name any card, whether or not it is being used -this game or is a Victory card. Then reveal cards from your deck -until you reveal a Victory card that is not what you named. If you -run out of cards, shuffle your discard pile and continue, without -shuffling in the revealed cards. If you run out of cards with no -cards left in your discard pile, stop there, discard everything, and -nothing more happens. If you did find a Victory card that was not -what you named, you discard the other revealed cards, trash the -Victory card, and gain a Victory card costing up to -3 Coins more than the trashed card. The card you gain comes from the Supply and is -put into your discard pile. -:::Rogue -If there is a card in the trash costing from 3 Coins to 6 Coins, you -have to gain one of them; it is not optional. You can look through -the trash at any time. The other players get to see what card you -took. The gained card goes into your discard pile. Cards with -Potion in the cost (from Alchemy) do not cost from 3 Coins to -6 Coins. If there was no card in the trash costing from -3 Coins to 6 Coins, you instead have each -other player reveal the top 2 cards of his deck, trash one of them -of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the -rest. Go in turn order, starting with the player to your left. -:::Sage -If you run out of cards while revealing cards, shuffle your -discard pile (not including the revealed cards) and continue. If you -run out of cards to reveal and have no cards in your discard pile, -stop there; discard everything revealed, and you do not get a card. -If you find a card costing 3 Coins or more, put that one into your hand -and discard the rest. For example you might reveal Copper, then -Copper, then Curse, then Province; Province costs 8 Coins, so you -would stop there, put Province in your hand, and discard the two -Coppers and the Curse. -:::Scavenger -Putting your deck into your discard pile is optional, but -putting a card from your discard pile on top of your deck is not; -you do it unless there are no cards in your discard pile. Putting -your deck into your discard pile will not trigger Tunnel (from -Hinterlands). If your deck has no cards in it, such as from putting -them into your discard pile, then the card you put on top of your -deck will be the only card in your deck. -:::Spoils -This is never in the Supply; it can only be obtained via -Bandit Camp, Marauder, and Pillage. When you play Spoils, you -get +3 Coins to spend this turn, and return that copy of Spoils to its -pile. You are not forced to play Treasures in your hand. -:::Squire -When you play this, you get +1 Coins, and your choice of either -+2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the -Supply and is put into your discard pile. If Squire is trashed -somehow, you gain an Attack card; the Attack card comes from the -Supply and is put into your discard pile. You can gain any Attack -card available in the Supply, but if no Attack card is available, you -do not gain one. -:::Storeroom -Discard any number of cards from your hand, and -draw as many cards as you discarded. Then, discard any number of -cards - which could include cards you just drew - and you get +1 Coins -per card you discarded that time. -:::Urchin -When you play this, you draw a card and get +1 Action, -then each other player discards down to 4 cards in hand. Players -who already have 4 or fewer cards in hand do not do anything. -While Urchin is in play, when you play another Attack card, before -resolving it, you may trash the Urchin. If you do, you gain a -Mercenary. The Mercenary comes from the Mercenary pile, which -is not in the Supply, and is put into your discard pile. If there are -no Mercenaries left you do not gain one. If you play the same -Urchin twice in one turn, such as via Procession, that does not let -you trash it for a Mercenary. If you play two different Urchins -however, playing the second one will let you trash the first one. -:::Vagrant -You draw a card before revealing your top card. If the top -card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes -into your hand; otherwise it goes back on top. A card with -multiple types goes into your hand if at least one of the types is -Curse, Ruins, Shelter, or Victory. -:::Wandering Minstrel -First draw a card, then reveal the top 3 cards -of your deck, shuffling your discard pile if there are not enough -cards in your deck. If there still are not enough after shuffling, just -reveal what you can. Put the revealed Action cards on top of your -deck in any order, and discard the other cards. A card with -multiple types, one of which is Action, is an Action card. If you -didn't reveal any Action cards, no cards will be put on top. -:::Shelters -See Preparation. A shelter is never in the supply. - -Hovel: When you buy a Victory card, if Hovel is in your hand, you may -trash the Hovel. A card with multiple types, one of which is -Victory, is a Victory card. You do not get anything for trashing -Hovel; you just get to get rid of it. - -Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is -trashed, you draw a card, right then, even in the middle of -resolving another card. For example, if you use Altar to trash -Overgrown Estate, you first draw a card, then gain a card costing -up to 5 Coins. This card does not give you a way to trash itself, it merely -does something if you manage to trash it. - -Necropolis: This is an Action card; when you play it, you get +2 Actions. - -:::Hermit / Madman -Madman: This card is not in the Supply; it can only be obtained -via Hermit. When you play it, you get +2 Actions, return it to the -Madman pile if you can (this is not optional), and if you did -return it, you draw a card per card in your hand. For example if -you had three cards in hand after playing Madman, you would -draw three cards. Normally, nothing will prevent you from -returning Madman to the Madman pile, but you may fail to due -to playing Madman twice via Procession, Throne Room (from -Dominion), or King's Court (from Prosperity). So, for example, if -you Procession a Madman, you will get +2 Actions, return -Madman to the Madman pile, draw a card per card in your hand, -get another +2 Actions, fail to return Madman and so not draw -cards the second time, fail to trash Madman, and then gain an -Action card costing exactly 1 Coin if you can. - -:::Urchin / Mercenary -This card is not in the Supply; it can only be obtained -via Urchin. When you play it, you may trash 2 cards from your -hand. If you do, you draw two cards, get +2 Coins, and each other -player discards down to 3 cards in hand. Players who already have -3 or fewer cards in hand do nothing. Players responding to this -Attack with cards like Beggar must choose to do so before you -decide whether or not to trash 2 cards from your hand. If you play -this with only one card in hand, you may choose to trash that -card, but then will fail the "if you do" and will not draw cards and -so on. If the cards you trash do things when trashed, first trash -them both, then choose what order to resolve the things they do -when trashed. - -:::Advisor -If there are not three cards in your deck, reveal what you -can, then shuffle your discard pile into your deck to get the other -cards. If there still are not enough, just reveal what you can. No -matter how many you revealed, the player to your left chooses one -for you to discard, and the remaining cards go into your hand. - -:::Baker -When you play this, you draw a card, get +1 Action, and -take a Coin token. In games using this card, each player starts the -game with a Coin token. This includes games using the promo -card Black Market in which Baker is in the Black Market deck. - -:::Butcher -First take two Coin tokens. Then you may trash a card -from your hand and pay any number of Coin tokens (returning -them to the pile). The number of Coin tokens you pay can be zero. -Butcher itself is no longer in your hand and so cannot trash itself -(though it can trash another copy of Butcher). If you trashed a -card, you gain a card costing up to the cost of the trashed card plus -the number of Coin tokens you paid. For example, you could trash -an Estate and pay six Coin tokens to gain a Province, or you could -trash another Butcher and pay zero Coin tokens to gain a Duchy. -You can pay the Coin tokens you just got. Paying Coin tokens for -this ability does not get you coins to spend, it just changes what -cards you can gain with this ability. - -:::Candlestick Maker -You get +1 Action and +1 Buy, and take a Coin -token. - -:::Doctor -When you play this, you name a card, reveal the top three -cards of your deck, trash each of those cards that has that name, -and put the other cards back on your deck in any order. You do -not have to name a card being used this game. If there are fewer -than three cards left in your deck, reveal the remaining cards, and -shuffle your discard pile (which does not include those cards) to -get the remainder needed to reveal. If there are still not enough -cards, just reveal as many as you can. When you buy this, for each -extra 1 Coin you pay over the cost, you look at the top card of your -deck, and either trash it, discard it, or put it back on top. If there -are no cards left in your deck, shuffle your discard pile into your -deck (including any cards already discarded to this overpay ability -this turn), and if there still are no cards in it, you do not look at -one. If you overpay more than 1 Coin, you may do different things for -each card you look at, and you will look at the same card again if -you put it back on top. For example if you bought Doctor for 7 Coins, -you would look at the top card four times; you might end up first -trashing a Copper, then discarding a Province, then putting a Silver -back on top, then putting that Silver back on top again. - -:::Herald -When you play this, first draw a card and get +1 Action, -then reveal the top card of your deck. If it is an Action card, play -it; this is not optional. Playing the Action card does not "use up" -one of your Action plays for the turn. Cards with multiple types, -one of which is Action (such as Great Hall from Dominion: -Intrigue), are Action cards. If Herald plays a Duration card (from -Dominion: Seaside), the Herald is still discarded normally at end -of turn, as it is not needed to track anything. When you buy this, -you put one card from your discard pile on top of your deck for -each extra 1 Coin you pay over the cost. For example, if you buy Herald -for 6 Coins, you will put two cards from your discard pile on top of -your deck. This card lets you look through your discard pile; -normally you cannot. You cannot look through your discard pile -first to see how much you want to overpay, and once you overpay -you must put the appropriate number of cards on top of your -deck if possible. If you overpay enough to put more cards on your -deck than there are cards in your discard pile, you just put all of -your discard pile onto your deck. You may not look through your -discard pile if you buy Herald without overpaying for it. When you -put multiple cards on your deck due to overpaying for a Herald, -put them on your deck in any order. - -:::Journeyman -This draws you three cards that are not a particular -card. First name a card. It does not have to be a card being used -this game. Then reveal cards from the top of your deck until you -have revealed three cards that are not the named card. If you run -out of cards without finding three, shuffle your discard pile into -your deck and continue. If you still cannot find three, stop. Put the -cards you found that were not the named card into your hand and -discard the rest. - -:::Masterpiece -This is a Treasure worth 1 Coin, like Copper. When you -buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For -example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. - -:::Merchant Guild -When you play this, you get +1 Buy and +1 Coin. -While this is in play, any time you buy a card you also take a Coin -token. Remember that you may only spend Coin tokens prior to -buying cards, so you will not be able to immediately spend that -Coin token. This ability is cumulative; if you have two Merchant -Guilds in play, each card you buy will get you two Coin tokens. -However if you play a Merchant Guild multiple times but only -have one in play, such as with Throne Room (from Dominion) or -King's Court (from Dominion: Prosperity), you will only get one -Coin token when you buy a card. - -:::Plaza -First you draw a card and get +2 Actions; then you may -discard a Treasure. You can discard the card you drew if it is a -Treasure. If you discarded a Treasure card, you take a Coin token. -Cards with multiple types, one of which is Treasure (such as -Harem from Dominion: Intrigue), are Treasures. - -:::Soothsayer -The Gold and Curses come from the Supply and go -into discard piles. If there is no Gold left, you do not gain one. If -there are not enough Curses left to go around, deal them out in -turn order, starting with the player to your left. Each player who -gained a Curse draws a card. This is not optional. A player who did -not gain a Curse, whether due to the Curses running out or due -to some other reason, does not draw a card. A player who uses -Watchtower (from Dominion: Prosperity) to trash the Curse did -gain a Curse and so draws a card; a player who uses Trader (from -Dominion: Hinterlands) to gain a Silver instead did not gain a -Curse and so does not draw a card. - -:::Stonemason -When you play this, trash a card from your hand, -and gain two cards, each costing less than the card you trashed. -Trashing a card is not optional. If you do not have any cards left in -your hand to trash, you do not gain any cards. The two cards you -gain can be different or the same. For example you could trash a -Gold to gain a Duchy and a Silver. Gaining cards is not optional if -you trashed a card. The gained cards come from the Supply and are -put into your discard pile; if there are no cheaper cards in the -Supply (for example if you trash a Copper), you do not gain any. -If there is only one card in the Supply cheaper than the trashed -card, you gain that one. The cards you gain are gained one at a -time; this may matter with cards that do something when gained, -such as Inn from Dominion: Hinterlands. When you buy this, you -may choose to overpay for it. If you do, you gain two Action cards -each costing exactly the amount you overpaid. The Action cards -can be different or the same. For example, if you buy Stonemason -for 6 Coins, you could gain two Heralds. The Action cards come from -the Supply and are put into your discard pile. If there are no cards -with the appropriate cost in the Supply, you do not gain one. -Overpaying with a Potion (from Dominion: Alchemy) will let you -gain cards with Potion in the cost. Cards with multiple types, one -of which is Action (such as Great Hall from Dominion: Intrigue), -are Action cards. If you choose not to overpay, you will not gain -any cards from that ability; it is not possible to use it to gain -Action cards costing 0 Coins. - -:::Taxman -You may trash a Treasure card from your hand. This is -optional. Cards with multiple types, one of which is Treasure (like -Harem from Dominion: Intrigue), are Treasures. If you do trash a -Treasure, each other player with at least five cards in hand discards -a copy of it from her hand if she can, or reveals a hand with no -copies of it, and you gain a Treasure costing up to 3 Coins more than -the trashed Treasure, putting it on top of your deck. If there are no -cards in your deck, it becomes the only card in your deck. You do -not have to gain a more expensive Treasure; you may gain a -Treasure with the same cost, or a cheaper Treasure. You have to -gain a card if you trashed one though, if possible. The gained -Treasure comes from the Supply. - -:::Prince -Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. - -:::Altar -You trash a card from your hand if you can, and then gain a -card whether or not you trashed one. The gained card comes from -the Supply and is put into your discard pile. diff --git a/card_db/it/dominion_cards.txt b/card_db/it/dominion_cards.txt deleted file mode 100644 index 25143ce..0000000 --- a/card_db/it/dominion_cards.txt +++ /dev/null @@ -1,518 +0,0 @@ -1 Sotterraneo Dominion Azione $2 +1 Azione, Scarta qualsiadi numero di carte. +1 Carta per carta scartata. -2 Cappella Dominion Azione $2 Elimina fino a 4 carte dalla tua mano. -3 Fossato Dominion Azione - Reazione $2 +2 Carte, Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, l'Attacco non ha effetto su di te. -4 Cancelliere Dominion Azione $3 +2 Monete, Puoi mettere immediatamente il tuo mazzo nella pila degli scarti. -5 Villaggio Dominion Azione $3 +1 Carta, +2 Azioni. -6 Taglialegna Dominion Azione $3 +1 Acquisto, +2 Monete. -7 Officina Dominion Azione $3 Ottieni una carta che costi fino a 4 Monete. -8 Burocrate Dominion Azione - Attacco $4 Ottieni una carta Argento; mettila in cima al tuo mazzo. Ogni altro giocatore rivela una carta Vittoria dalla sua mano e la mette sul suo mazzo (o rivela una mano senza carte Vittoria). -9 Banchetto Dominion Azione $4 Elimina questa carta. Ottieni una carta che costi fino a 5 Monete. -10 Giardini Dominion Vittoria $4 Variabile, Vale 1 ogni 10 carte nel tuo mazzo (per difetto). -11 Milizia Dominion Azione - Attacco $4 +2 Monete, Ogni altro giocatore scarta fino ad avere 3 carte nella sua mano. -12 Usuraio Dominion Azione $4 Elimina un Rame dalla tua mano. Se lo fai, +3 Monete. -13 Miglioria Dominion Azione $4 Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 2 Monete in più della carta eliminata. -14 Fucina Dominion Azione $4 +3 Carte. -15 Spia Dominion Azione - Attacco $4 +1 Carta, +1 Azione, Ogni giocatore (incluso te) rivela la carta in cima al proprio mazzo, per poi scartarla o rimetterla al suo posto a tua scelta. -16 Ladro Dominion Azione - Attacco $4 Ogni altro giocatore rivela le prime due carte del suo mazzo. Se fra le carte rivelate ci sono carte Tesoro, ne elimina una di tua scelta. Puoi ottenere le carte eliminate. Le altre carte rivelate vengono scartate. -17 Sala del Trono Dominion Azione $4 Scegli una carta Azione dalla tua mano. Giocala due volte. -18 Sala del Consiglio Dominion Azione $5 +4 Carte, +1 Acquisto, Ogni altro giocatore pesca una carta. -19 Fiera Dominion Azione $5 +2 Azioni, +1 Acquisto, +2 Monete. -20 Laboratorio Dominion Azione $5 +2 Carte, +1 Azione. -21 Biblioteca Dominion Azione $5 Pesca fino ad avere 7 carte nella tua mano. Puoi mettere da parte qualsiasi carta Azione pescata in questo modo; scarta le carte messe da parte dopo aver finito di pescare. -22 Mercato Dominion Azione $5 +1 Carta, +1 Azione, +1 Acquisto, +1 Moneta. -23 Miniera Dominion Azione $5 Elimina una carta Tesoro dalla tua mano. Ottieni una carta Tesoro che costi fino a 3 Monete in più; mettila nella tua mano. -24 Strega Dominion Azione - Attacco $5 +2 Carte, Ogni altro giocatore ottiene una carta Maledizione. -25 Esploratore Dominion Azione $6 Rivela carte dal tuo mazzo fino a rivelare 2 carte Tesoro. Metti queste carte Tesoro nella tua mano e scarta le altre carte rivelate. -26 Rame Dominion Tesoro $0 Vale 1 Moneta. -27 Argento Dominion Tesoro $3 Vale 2 Monete. -28 Oro Dominion Tesoro $6 Vale 3 Monete. -29 Maledizione Dominion Maledizione $0 -1 -30 Tenuta Dominion Vittoria $2 1 -31 Ducato Dominion Vittoria $5 3 -32 Provincia Dominion Vittoria $8 6 -33 Carte Eliminate Dominion Azione $0 Pila delle carte eliminate. - -1 Cortile di Campagna Intrigo Azione $2 +3 Carte, Metti una carta dalla tua mano in cima al tuo mazzo. -2 Pedina Intrigo Azione $2 Scegli due: +1 Carta, +1 Azione, +1 Acquisto, +1 Moneta. (le scelte devono essere diverse). -3 Stanza Segreta Intrigo Azione - Reazione $2 Scarta qualsiasi numero di carte. +1 Moneta per carta scartata. - Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, +2 carte, poi metti 2 carte dalla tua mano in cima al tuo mazzo. -4 Grande Salone Intrigo Azione - Vittoria $3 +1 Carta, +1 Azione, 1 -5 Ballo in Maschera Intrigo Azione $3 +2 Carte, Ogni giocatore passa una carta dalla sua mano al giocatore alla propria sinistra. Puoi eliminare una carta dalla tua mano. -6 Baraccopoli Intrigo Azione $3 +2 Azioni, Rivela la tua mano. Se non hai carte Azione in mano, +2 Carte. -7 Maggiordomo Intrigo Azione $3 Scegli: +2 Carte; o +2 Monete; o elimina 2 carte dalla tua mano. -8 Truffatore Intrigo Azione - Attacco $3 +2 Monete, Ogni altro giocatore elimina la carta in cima al proprio mazzo ed ottiene una carta dello stesso costo di tua scelta. -9 Pozzo dei Desideri Intrigo Azione $3 +1 Carta, +1 Azione, Nomina una carta, quindi rivela la carta in cima al tuo mazzo. Se è la carta nominata, mettila nella tua mano. -10 Barone Intrigo Azione $4 +1 Acquisto, Puoi scartare una carta Tenuta. Se lo fai, +4 Monete. Altrimenti, ottieni una carta Tenuta. -11 Ponte Intrigo Azione $4 +1 Acquisto, +1 Moneta. Tutte le carte (incluse le carte in mano ai giocatori) costano 1 Moneta in meno durante questo turno, ma non meno di 0 Monete. -12 Cospiratore Intrigo Azione $4 +2 Monete. Se hai giocato 3 o più carte Azione in questo turno (questa inclusa): +1 Carta, +1 Azione. -13 Battirame Intrigo Azione $4 Le carte Rame valgono una Moneta in più durante questo turno. -14 Fonderia Intrigo Azione $4 Ottieni una carta che costi fino a 4 Monete. Se è una carta Azione, +1 Azione. Se è una carta Tesoro, +1 Moneta. Se è una carta Vittoria, +1 Carta. -15 Villaggio Minerario Intrigo Azione $4 +1 Carta, +2 Azioni. Puoi eliminare immediatamente questa carta. Se lo fai, +2 Monete. -16 Scout Intrigo Azione $4 +1 Azione. Rivela le prime 4 carte del tuo mazzo. Metti le carte Vittoria rivelate nella tua mano. Rimetti le altre carte in cima al tuo mazzo nell'ordine che preferisci. -17 Duca Intrigo Vittoria $5 Vale 1 per ogni Ducato in tuo possesso. -18 Tirapiedi Intrigo Azione - Attacco $5 +1 Azione, Scegli: +2 Monete; o scarta la tua mano, +4 Carte, e ogni altro giocatore che abbia almeno 5 carte nella propria mano scarta la sua mano e pesca 4 carte. -19 Sabotatore Intrigo Azione - Attacco $5 Ogni altro giocatore rivela carte dalla cima del suo mazzo fino a rivelarne una che costi almeno 3 Monete. Elimina quella carta e può ottenerne una che costi al massimo 2 Monete in meno di essa. Scarta le altre carte rivelate. -20 Carceriere Intrigo Azione - Attacco $5 +3 Carte, Ogni altro giocatore sceglie: scarta 2 carte; o ottiene una carta Maledizione, mettendola nella sua mano. -21 Stazione Commerciale Intrigo Azione $5 Elimina 2 carte dalla tua mano. Se lo fai, ottieni una carta Argento; mettila nella tua mano. -22 Tributo Intrigo Azione $5 Il giocatore alla tua sinistra scarta le prime 2 carte del suo mazzo. Per ogni carta dal nome diverso rivelata, se è una carta Azione, +2 Azioni; carta Tesoro, +2 Monete; carta Vittoria, +2 Carte. -23 Potenziameno Intrigo Azione $5 +1 Carta, +1 Azione, Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 1 Moneta più della carta eliminata. -24 Harem Intrigo Tesoro - Vittoria $6 Vale 2 Monete, 2 -25 Nobili Intrigo Azione - Vittoria $6 2 -Scegli: +3 Carte, o +2 Azioni. -26 Rame Intrigo Tesoro $0 Vale 1 Moneta. -27 Argento Intrigo Tesoro $3 Vale 2 Monete. -28 Oro Intrigo Tesoro $6 Vale 3 Monete. -29 Maledizione Intrigo Maledizione $0 -1 -30 Tenuta Intrigo Vittoria $2 1 -31 Ducato Intrigo Vittoria $5 3 -32 Provincia Intrigo Vittoria $8 6 -33 Carte Eliminate Intrigo Azione $0 Pila delle carte eliminate. - -1 Embargo Seaside Azione $2 +2 Monete, Elimina questa carta. Metti un segnalino Embargo in cima ad un mazzetto della Riserva. - Quando un giocatore compra una carta, ottiene una carta Maledizione per ogni segnalino Embargo su quel mazzetto. -2 Rada Seaside Azione - Durata $2 +1 Carta, +1 Azione, Metti da parte una carta coperta dalla tua mano. All'inizio del tuo prossimo turno, mettila nella tua mano. -3 Faro Seaside Azione - Durata $2 +1 Azione, Ora e all'inizio del tuo prossimo turno: +1 Moneta. - Mentre questa carta è in gioco, quando un altro giocatore usa una carta Attacco, quella carta non ha effetto su di te. -4 Villaggio Indigeno Seaside Azione $2 +2 Azioni, Scegli: metti da parte una carta coperta dalla tua mano sulla tua plancia Villaggio Indigeno; o prendi in mano tutte le carte dalla tua plancia Villaggio Indigeno. Puoi guardare le carte sulla tua plancia quando vuoi; rimettile nel tuo mazzo alla fine della partita. -5 Pescatore di Perle Seaside Azione $2 +1 Carta, +1 Azione, Guarda la carta in fondo al tuo mazzo. Puoi metterla in cima. -6 Ambasciatore Seaside Azione - Attacco $3 Rivela una carta dalla tua mano. Rimetti fino a 2 copie di essa dalla tua mano alla Riserva. Quindi ogni altro giocatore ne ottiene una copia. -7 Villaggio di Pescatori Seaside Azione - Durata $3 +2 Azioni, +1 Moneta, All'inizio del tuo prossimo turno: +1 Azione, +1 Moneta. -8 Vedetta Seaside Azione $3 +1 Azione, Guarda le prime 3 carte del tuo mazzo. Eliminane una. Scartane una. Rimetti l'altra in cima al mazzo. -9 Contrabbandieri Seaside Azione $3 Ottieni una copia di una carta che costi fino a 6 Monete che il giocatore alla tua destra abbia ottenuto nel suo ultimo turno. -10 Magazzino Seaside Azione $3 +3 Carte, +1 Azione, scarta 3 carte. -11 Carovana Seaside Azione - Durata $4 +1 Carta, +1 Azione -All'inizio del tuo prossimo turno, +1 Carta. -12 Borseggiatore Seaside Azione - Attacco $4 +2 Monete, Ogni altro giocatore scarta una carta Rame (o rivela una carta senza Rame). -13 Isola Seaside Azione - Vittoria $4 Metti da parte questa e un'altra carta dalla tua mano sulla tua plancia Isola. Rimettile nel tuo mazzo alla fine della partita. 2 -14 Navigatore Seaside Azione $4 +2 Monete, Guarda le prima 5 carte del tuo mazzo. Scartale tutte, o rimettile in cima al tuo mazzo nell'ordine che preferisci. -15 Nave Pirata Seaside Azione - Attacco $4 Scegli: Ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Tesoro rivelata di tua scelta, scarta il resto e se è stata eliminata almeno una carta tesoro metti un segnalino Moneta sulla tua plancia Nave Pirata; o, +1 Moneta per ogni segnalino Moneta presente sulla tua plancia Nave Pirata. -16 Recupero Seaside Azione $4 +1 Acquisto, Elimina una carta dalla tua mano. +X Monete, X è il costo della carta eliminata. -17 Megera dei Mari Seaside Azione - Attacco $4 Ogni altro giocatore scarta la carta in cime al proprio mazzo, quindi ottiene una carta Maledizione che mette in cima al proprio mazzo. -18 Mappa del Tesoro Seaside Azione $4 Elimina questa e un'altra copia di Mappa del Tesoro dalla tua mano. Se hai eliminato due carte Mappa del Tesoro, ottieni 4 carte Oro, mettendole in cima al tuo mazzo. -19 Bazaar Seaside Azione $5 +1 Carta, +2 Azioni, +1 Moneta. -20 Avventuriero Seaside Azione $5 Puoi rivelare una carta Provincia dalla tua mano. Se lo fai, ottieni una carta Oro e la metti nella tua mano. Altrimenti, guadagni una carta Argento e la metti nella tua mano. -21 Nave Fantasma Seaside Azione - Attacco $5 +2 Carte, Ogni altro giocatore con 4 o più carte in mano mette carte dalla sua mano sopra al suo mazzo fino ad avere 3 carte in mano. -22 Nave Mercantile Seaside Azione - Durata $5 Ora e all'inizio del tuo prossimo turno: +2 Monete. -23 Avamposto Seaside Azione - Durata $5 Peschi solo 3 carte (invece di 5) nella fase Pulizia di questo turno. Gioca un turno extra al termine di questo. Questo non può portarti a fare più di due turni consecutivi. -24 Stratega Seaside Azione - Durata $5 Scarta la tua mano. Se hai scartato almeno una carta in questo modo, all'inizio del tuo prossimo turno +5 Carte, +1 Acquisto, e +1 Azione. -25 Tesoro Seaside Azione $5 +1 Carta, +1 Azione, +1 Moneta, Quando scarti questa carta dal gioco, se non hai comprato carte Vittoria, puoi mettere questa carta in cima al tuo mazzo. -26 Molo Seaside Azione - Durata $5 Ora e all'inizio del tuo prossimo turno: +2 Carte, +1 Acquisto. - -1 Trasmutazione Alchimia Azione $0 1P Elimina una carta dalla tua mano. Se è una carta Azione, ottieni un Ducato. Una carta Tesoro, ottieni una Trasmutazione. Una carta Vittoria, ottieni un Oro. -2 Vigna Alchimia Vittoria $0 1P Vale 1 ogni 3 carte Azione nel tuo mazzo (per difetto). -3 Farmacista Alchimia Azione $2 1P +1 Carta -+1 Azione -Rivela le prima 4 carte del tuo mazzo. Metti le carte Rame e Pozione così rivelate nella tua mano. Metti le altre carte in cima al mazzo nell'ordine che preferisci. -4 Erborista Alchimia Azione $2 +1 Acquisto -+1 Moneta -Quando scarti questa carta dal gioco, puoi mettere una delle tue carte Tesoro dal gioco in cima al tuo mazzo. -5 Divinazione Alchimia Azione - Attacco $2 1P +1 Azione -Ogni giocatore (te incluso) rivela la carta in cima al proprio mazzo e la scarta o rimette a posto, tua scelta. Quindi rivela carte dalla cima del tuo mazzo fino a rivelarne una che non sia una carta Azione. -Metti nella tua mano tutte le carte così rivelate. -6 Università Alchimia Azione $2 1P +2 Azioni -Puoi ottenere una carta Azione che costi fino a 5 Monete. -7 Alchimista Alchimia Azione $3 1P +2 Carte -+1 Azione -Quando scarti questa carta dal gioco, puoi metterla in cima al tuo mazzo se hai una Pozione in gioco. -8 Famiglio Alchimia Azione - Attacco $3 1P +1 Carta -+1 Azione -Ogni altro giocatore ottiene una Maledizione. -9 Pietra Filosofale Alchimia Tesoro $3 1P Quando giochi questa carta, conta le carte nel tuo mazzo e nella tua pila degli scarti. -Vale 1 Moneta per ogni 5 carte che hai contato (per difetto). -10 Golem Alchimia Azione $4 1P Rivela carte dal tuo mazzo finchè non riveli due carte Azione che non siano Golem. -Scarta le altre carte, quindi gioca le due carte Azione nell'ordine che preferisci. -11 Pozione Alchimia Tesoroe $4 Vale 1 Pozione. -12 Apprendista Alchimia Azione $5 +1 Azione -Elimina una carta dalla tua mano. -+1 Carta per ogni Moneta del suo costo. -+2 Carte se ha una Pozione nel suo costo. -13 Possessione Alchimia Azione $6 1P Il giocatore alla tua sinistra gioca un turno extra dopo di questo, in cui tu puoi vedere tutte le sue carte e prendere tutte le decisioni al posto suo. Ogni carta che otterrebbe in questo turno, la ottieni al posto suo; ogni sua carta che sarebbe eliminata viene messa da parte e rimessa nella sua pila degli scarti alla fine del turno. - -1 Prestito Prosperità Tesoro $3 Vale 1 Moneta. -Quando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scartala o eliminala. Scarta le altre carte. -2 Mercante Prosperità Azione $3 +1 Acquisto -+1 Moneta per ogni segnalino Moneta sulla plancia Mercante. -Elimina una carta dalla tua mano. ----------- -Preparazione: Metti un segnalino Moneta su ogni mazzetto di carte Vittoria nella Riserva. Quando una carta viene ottenuta da quel mazzetto, sposta il segnalino Moneta dal mazzetto alla plancia Mercante. -3 Torre di Guardia Prosperità Reazione $3 Pesca fino ad avere 6 carte in mano. ----------- -Quando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, elimina quella carta o mettila in cima al tuo mazzo. -4 Vescovo Prosperità Azione $4 +1 Moneta -+1 segnalino -Elimina una carta dalla tua mano. + segnalini uguale alla metà del suo costo in Monete, per difetto. -Ogni altro giocatore può eliminare una carta dalla sua mano. -5 Monumento Prosperità Azione $4 +2 Monete; +1 segnalino -6 Cava Prosperità Tesoro $4 Vale 1 Moneta. ----------- -Mentre questa carta è in gioco, le carte Azione costano 2 Monete in meno, ma non meno di 0 Monete. -7 Talismano Prosperità Tesoro $4 Vale 1 Moneta. ----------- -Mentre questa carta è in gioco, quando acquisti una carta che costi 4 Monete o meno che non sia una carta Vittoria, ne ottieni una copia. -8 Cantiere Prosperità Azione $4 +1 Carta -+2 Azioni -+1 Acquisto -9 Città Prosperità Azione $5 +1 Carta -+2 Azioni -Se ci sono uno o più mazzetti vuoti nella Riserva, +1 Carta. Se ce ne sono due o più, +1 Moneta e +1 Acquisto. -10 Contrabbando Prosperità Tesoro $5 Vale 3 Monete. -+1 Acquisto -Quando giochi questa carta, il giocatore alla tua sinistra nomina una carta. Non puoi comprare quella carta in questo turno. -11 Contabilità Prosperità Azione $5 Cerca nel tuo mazzo degli scarti, rivela qualsiasi numero di carte Rame presenti in esso, e mettile nella tua mano. -12 Zecca Prosperità Azione $5 Puoi rivelare una carta Tesoro dalla tua mano. Ne ottieni una copia. ----------- -Quando compri questa carta, elimina tutte le carte Tesoro che hai in gioco. -13 Ciarlatano Prosperità Azione - Attacco $5 +2 Monete -Ogni altro giocatore può scartare una Maledizione. Se non lo fa, ottiene un Rame e una Maledizione. -14 Tumulto Prosperità Azione - Attacco $5 +3 Carte -Ogni altro giocatore rivela le prime 3 carte del suo mazzo, elimina le carte Azione e Tesoro rivelate, e rimette in cima le altre nell'ordine che preferisce. -15 Sigillo Reale Prosperità Tesoro $5 Vale 2 Monete. ----------- -Mentre questa carta è in gioco, quando ottieni una carta, puoi mettere quella carta in cima al tuo mazzo. -16 Nascondiglio Prosperità Azione $5 +2 Carte -Scarta qualsiasi numero di carte. +1 Moneta per carta scartata. -Ogni altro giocatore può scartare 2 carte. Se lo fa, pesca una carta. -17 Soldo Prosperità Tesoro $5 Vale 1 Moneta. -Quando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scarta le altre carte, e gioca quella carta Tesoro. -18 Scagnozzi Prosperità Azione - Attacco $6 +1 Acquisto -+2 Monete -Ogni altro giocatore scarta fino ad avere 3 carte nella propria mano. ----------- -Mentre questa carta è in gioco, quando acquisti una carta, +1 segnalino . -19 Mercato di Lusso Prosperità Azione $6 +1 Carta -+1 Azione -+1 Acquisto -+2 Monete ----------- -Non puoi comprare questa carta se hai delle carte Rame in gioco. -20 Mucchio Prosperità Tesoro $6 Vale 2 Monete. ----------- -Mentre questa carta è in gioco, quando acquisti una carta Vittoria ottieni una carta Oro. -21 Banca Prosperità Tesoro $7 Vale ? Monete. -Quando giochi questa carta, vale 1 Moneta per ogni carta Tesoro che hai in gioco (inclusa questa). -22 Ampliamento Prosperità Azione $7 Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 3 Monete in più della carta eliminata. -23 Incastonare Prosperità Azione $7 Elimina qualsiasi numero di carte dalla tua mano. Ottieni una carta che costi esattamente la somma del costo totale della carte eliminate. -24 Corte Prosperità Azione $7 Puoi scegliere una carta Azione dalla tua mano. Giocala tre volte. -25 Ambulante Prosperità Azione $8 +1 Carta; +1 Azione; +2 Monete ----------- -Durante la tua fase Acquisto, questa carta costas 2 Monete in meno per ogni carta Azione che hai in gioco, ma non meno di 0 Monete. -26 Platino Prosperità Tesoro $9 Vale 5 Monete. -27 Colonia Prosperità Vittoria $11 10 . - -1 Black Market Promo Azione $3 +2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought carte on the bottom of the Black Market deck in any order. -(Before the game, make a Black Market deck out of one copy of each Kingdom carta not in the supply.). -2 Envoy Promo Azione $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest. -3 Stash Promo Tesoro $5 Worth 2 Coins. When you shuffle, you may put this anywhere in your deck. -4 Walled Village Promo Azione $4 +1 Card -+2 Actions -At the start of Clean-up, if you have this and no more than one other Action carta in play, you may put this on top of your deck. -5 Governor Promo Azione $5 +1 Action -Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more. -6 Prince Promo Azione $8 You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it). - -1 Rame Base Tesoro $0 Vale 1 Moneta. -2 Argento Base Tesoro $3 Vale 2 Monete. -3 Oro Base Tesoro $6 Vale 3 Monete. -4 Platino Base Tesoro $9 Vale 5 Monete. -5 Pozione Base Tesoro $4 Vale 1 Pozione. -6 Maledizione Base Maledizione $0 -1 -7 Tenuta Base Vittoria $2 1 -8 Ducato Base Vittoria $5 3 -9 Provincia Base Vittoria $8 6 -10 Colonia Base Vittoria $11 10 -11 Carte Eliminate Base Azione $0 Pila delle carte eliminate. - -1 Borsa d'Oro Cornucopia Azione - Premio $0 +1 Azione -Ottieni una carta Oro, mettendola in cima al tuo mazzo. -(Questa carta non è nella Riserva.) -2 Diadema Cornucopia Tesoro - Premio $0 Vale 2 Monete. -Quando giochi questa carta, +1 Moneta per ogni Azione inutilizzata che ti rimane (Azioni, non carte Azione). -(Questa carta non è nella Riserva.) -3 Seguaci Cornucopia Azione - Attacco - Premio $0 +2 Carte -Ottieni una Tenuta. Ogni altro giocatore ottiene una Maledizione e scarta fino ad avere 3 carte in mano. -(Questa carta non è nella Riserva.) -4 Principessa Cornucopia Azione - Premio $0 +1 Acquisto -Mentre questa carta è in gioco, le carte costano 2 Monete in meno, ma non meno di 0 Monete. -(Questa carta non è nella Riserva.) -5 Destriero Fedele Cornucopia Azione - Premio $0 Scegli due: +2 Carte; o +2 Azioni; o +2 Monete; o ottieni 4 carte Argento e metti tutto il tuo mazzo nella pila degli scarti. -(Questa carta non è nella Riserva.) -6 Borgo Cornucopia Azione $2 +1 Carta -+1 Azione -Puoi scartare una carta; Se lo fai, +1 Azione. -Puoi scartare una carta; Se lo fai, +1 Acquisto. -7 Indovina Cornucopia Azione - Attacco $3 +2 Monete -Ogni altro giocatore rivela carte dalla cima del proprio mazzo fino a rivelare una carta Vittoria o una Maledizione. La mette in cima al proprio mazzo e scarta le altre carte rivelate. -8 Serraglio Cornucopia Azione $3 +1 Azione -Rivela la tua mano. -Se non ci sono carte con lo stesso nome, +3 Carte. -Altrimenti, +1 Carta. -9 Villaggio Agricolo Cornucopia Azione $4 +2 Azioni -Rivela carte dalla cima del tuo mazzo fin quando non riveli una carta Azione o una Carta Tesoro. Metti quella carta nella tua mano e scarta le altre carte rivelate. -10 Mercante di Cavalli Cornucopia Azione - Reazione $4 +1 Acquisto -+3 Monete -Scarta 2 Carte -Quando un altro giocatore usa una carta Attacco, puoi mettere da parte questa carta dalla tua mano. Se lo fai, all'inizio del tuo prossimo turno +1 Carta e rimetti nella tua mano il Mercante di Cavalli. -11 Rifacimento Cornucopia Azione $4 Fallo due volte: Elimina una carta della tua mano, quindi ottiene una carta che costi esattamente 1 Moneta in più della carta eliminata. -12 Torneo Cornucopia Azione $4 +1 Azione -Ogni giocatore può rivelare una carta Provincia dalla sua mano. Se tu lo fai, scartala ed ottieni un Premio (dal mazzetto Premio) o un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se nessun'altro rivela una carta Provincia, +1 Carta +1 Moneta. -13 Giovane Strega Cornucopia Azione - Attacco $4 +2 Carte -Scarta 2 carte. Ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano. -Se non lo fa, ottiene una Maledizione. -Preparazione: Aggiungi un mazzetto extra di carte Regno che costi 2 o 3 Monete alla Riserva. Le carte da quel mazzetto sono carte Scongiuro. -14 Mietitura Cornucopia Azione $5 Rivela le prima 4 carte del tuo mazzo, quindi scartele. +1 Moneta per ogni carta dal nome differente rivelata. -15 Cornucopia Cornucopia Tesoro $5 Vale 0 Monete -Quando giochi questa carta, ottieni una carta che costi fino a 1 Moneta per ogni carta di nome differente che tu abbia in gioco, inclusa questa. Se usi Cornucopia per ottenere una carta Vittoria, elimina Cornucopia. -16 Battuta di Caccia Cornucopia Azione $5 +1 Carta -+1 Azione -Rivela la tua mano. Rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia un duplicato di nessuna delle tua carte in mano, metti in mano quella carta e scarta le altre carte rivelate. -17 Giullare Cornucopia Azione - Attacco $5 +2 Monete -Ogni altro giocatore scarta la carta in cima al proprio mazzo. Se è una carta Vittoria ottiene una Maledizione. Altrimenti, ottiene una copia della carta scartata o la ottieni tu, a tua scelta. -18 Mercatino Cornucopia Vittoria $6 Vale 2 per ogni 5 carte dal nome diverso nel tuo mazzo (per difetto) - -1 Incrocio Nuovi Orizzonti Azione $2 Rivela la tua mano. -+1 Carta per ogni carta Vittoria rivelata. Se questa è la prima volta che giochi una carta Incrocio in questo turno, +3 Azioni. -2 Duchessa Nuovi Orizzonti Azione $2 +2 Monete -Ogni giocatore (te incluso) guarda la prima carta del suo mazzo, e sceglie se scartarla o lasciarla al suo posto. -______________________ -In partite che usano questa carta, quando ottieni un Ducato puoi ottenere una Duchessa. -3 Oro dello Stolto Nuovi Orizzonti Tesoro - Reazione $2 Se questa è la prima volta che giochi un Oro dello Stolto in questo turno, questa carta vale 1 Moneta, altrimenti vale 4 Monete. -______________________ -Quando un altro giocatore ottiene una Provincia, puoi eliminare questa carta dalla tua mano. Se lo fai, ottieni un Oro, mettendolo in cima al tuo mazzo. -4 Sviluppo Nuovi Orizzonti Azione $3 Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente una Moneta più essa e una carta che costi esattamente 1 Moneta meno di essa, nell'ordine che preferisci, mettendole poi in cima al tuo mazzo. -5 Oasi Nuovi Orizzonti Azione $3 +1 Carta -+1 Azione -+1 Monete -Scarta una carta. -6 Oracolo Nuovi Orizzonti Azione - Attacco $3 Ogni giocatore (te incluso) rivela le prima carte del proprio mazzo, e tu scegli se scartarle o lasciarle sul mazzo nell'ordine che il proprietario preferisce. -+2 Carte -7 Macchinazione Nuovi Orizzonti Azione $3 +1 Carta -+1 Azione -All'inizio della fase di Pulizia in questo turno, puoi scegliere una carta Azione che hai in gioco. Se la scarti dal gioco in questo turno, mettila sul tuo mazzo. -8 Galleria Nuovi Orizzonti Vittoria - Reazione $3 2 -______________________ -Quando scarti questa carta in qualsiasi momento che non sia la fase di Pulizia, puoi rivelarla. Se lo fai, ottieni un Oro. -9 Tuttofare Nuovi Orizzonti Azione $4 Ottieni un Argento. -Guarda la prima carta del tuo mazzo; scartala o rimettila al suo posto. -Pesca fino ad avere 5 carte in mano. -Puoi eliminare una carta dalla tua mano che non sia una carta Tesoro. -10 Ladro Gentiluomo Nuovi Orizzonti Azione - Attacco $4 +1 Moneta -Quando acquisti o giochi questa carta, ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Argento o Oro rivelata di tua scelta, e scarta il resto. Se non ha rivelato una carta Tesoro, ottiene una carta Rame. Tu ottieni le carte eliminate. -11 Campo Nomadi Nuovi Orizzonti Azione $4 +1 Acquisto -+2 Monete -______________________ -Quando ottieni questa carta mettila in cima al tuo mazzo. -12 Via della Seta Nuovi Orizzonti Vittoria $4 Vale 1 ogni 4 carte Vittoria nel tuo mazzo (per difetto). -13 Mercante di Spezia Nuovi Orizzonti Azione $4 Puoi eliminare una carta Tesoro dalla tua mano. Se lo fai, scegli: -+2 Carte e +1 Azione; -o +2 Monete e +1 Acquisto. -14 Commerciante Nuovi Orizzonti Azione - Reazione $4 Elimina una carta dalla tua mano. Guadagni tante carte Argento quanto è il suo costo in Monete. -______________________ -Quando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, guadagni un Argento al posto della carta che dovresti ottenere. -15 Forziere Nuovi Orizzonti Tesoro $5 Vale 3 monete -______________________ -Quando ottieni questa carta, ottieni 2 carte Rame. -16 Cartografo Nuovi Orizzonti Azione $5 +1 Carta -+1 Azione -Guarda le prima 4 carte del tuo mazzo. Scartane un qualsiasi numero. Metti il resto delle carte in cima al tuo mazzo nell'ordine che preferisci. -17 Diplomatico Nuovi Orizzonti Azione $5 +5 Carte -Scarta 3 carte. -______________________ -Quando ottieni questa carta, ogni altro giocatore ottiene una carta Argento. -18 Contrattazione Nuovi Orizzonti Azione $5 +2 Monete -______________________ -Mentre questa carta è in gioco, quando acquisti una carta ottieni anche una carta che costi meno di quella acquistata e che non sia una carta Vittoria. -19 Strada Maestra Nuovi Orizzonti Azione $5 +1 Carta -+1 Azione -______________________ -Mentre questa carta è in gioco, le carte costano una Moneta in mano, ma non meno di 0 Monete. -20 Infame Profitto Nuovi Orizzonti Tesoro $5 Vale 1 Coin -Quando giochi questa carta puoi ottenere una carta Rame, mettendola nella tua mano. -______________________ -Quando ottieni questa carta, ogni altro giocatore ottiene una Maledizione. -21 Locanda Nuovi Orizzonti Azione $5 +2 Carte -+2 Azioni -Scarta 2 carte. -______________________ -Quando ottieni questa carta, cerca nel tuo mazzo degli scarti (inclusa questa carta), rivela qualsiasi numero di carte Azione da esso, e rimischiale nel tuo mazzo. -22 Mandarino Nuovi Orizzonti Azione $5 +3 Monete -Metti una carta dalla tua mano in cima al tuo mazzo. ----------------------- -Quando ottieni questa carta, metti tutte le carte Tesoro che hai in gioco in cima al tuo mazzo nell'ordine che preferisci. -23 Margravio Nuovi Orizzonti Azione - Attacco $5 +3 Carte -+1 Acquisto -Ogni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte nella sua mano. -24 Stalla Nuovi Orizzonti Azione $5 Puoi scartare una carta Tesoro. Se lo fai, +3 Carte e +1 Azione. -25 Villaggio di Frontiera Nuovi Orizzonti Azione $6 +1 Carta -+2 Azione ----------------------- -Quando ottieni questa carta, ottieni anche una carta che costi meno di questa carta. -26 Terra Coltivata Nuovi Orizzonti Vittoria $6 2 ----------- -Quando acquisti questa carta, elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 2 Monete in più della carta eliminata. - -1 Ruins Dark Ages Azione - Ruins $0 Abandoned Mine: +1 Coin -Ruined Library: +1 Carta -Ruined Marked: :1 Acquisto -Ruined Village: +1 Azione -Survivors: Look at the top 2 carte of your deck. Discarta them or put them back in any order. -2 Madman Dark Ages Azione $0 +2 Aziones -Return this to the Madman pile. If you do, +1 Carta per carta in your hand. -(This carta is not in the supply.) -3 Spoils Dark Ages Tesoro $0 Worth 3 Monete -When you play this, return it to the Spoils pile. -(This is not in the Supply.) -4 Hovel Dark Ages Reazione - Shelter $1 When you buy a Vittoria carta, you may trash this from your hand. -5 Necropolis Dark Ages Azione - Shelter $1 +2 Aziones -6 Overgrown Estate Dark Ages Vittoria - Shelter $1 0 -______________________ -When you trash this, +1 Carta. -7 Poor House Dark Ages Azione $1 +4 Monete -Reveal your hand. -1 Coin per Tesoro carta in your hand, to a minimum of 0 Monete. -8 Squire Dark Ages Azione $2 +1 Coin -Choose one: +2 Aziones; or +2 Acquistos; or gain a Silver. -______________________ -When you trash this, gain an Azione carta. -9 Vagrant Dark Ages Azione $2 +1 Carta, +1 Azione -Reveal the top carta of your deck. If it's a Curse, Ruins, Shelter, or Vittoria carta, put it into your hand. -10 Hermit Dark Ages Azione $3 Look through your discarta pile. You may trash a carta from your discarta pile or hand that is not a Tesoro. Gain a carta costing up to 3 Monete. -When you discarta this from play, if you did not buy any carte this turn, trash this and gain a Madman from the Madman pile. -11 Sage Dark Ages Azione $3 +1 Azione -Reveal carte from the top of your deck until you reveal one costing 3 Monete or more. Put that carta into your hand and discarta the rest. -12 Feodum Dark Ages Vittoria $4 Worth 1 for every 3 Silvers in your deck (round down). -______________________ -When you trash this, gain 3 Silvers. -13 Fortress Dark Ages Azione $4 +1 Carta, +2 Aziones -______________________ -When you trash this, put it into your hand. -14 Ironmonger Dark Ages Azione $4 +1 Carta, +1 Azione -Reveal the top carta of your deck; you may discarta it. Either way, if it is an… -Azione carta, +1 Azione -Tesoro carta, +1 Coin -Vittoria carta, +1 Carta -15 Procession Dark Ages Azione $4 You may play an Azione carta from your hand twice. Trash it. Gain an Azione carta costing exactly 1 Coin more than it. -16 Rats Dark Ages Azione $4 +1 Carta, +1 Azione -Gain a Rats. Trash a carta from your hand other than a Rats (or reveal a hand of all Rats). -______________________ -When you tash this, +1 Carta. -17 Band of Misfits Dark Ages Azione $5 Play this as if it were an Azione carta in the Supply costing less than it that you choose. -This is that carta until it leaves play. -18 Bandit Camp Dark Ages Azione $5 +1 Carta, +2 Aziones -Gain a Spoils from the Spoils pile. -19 Count Dark Ages Azione $5 Choose one: Discarta 2 carte; or put a carta from your hand on top of your deck; or gain a Copper. -Choose one: +3 Monete; or trash your hand; or gain a Duchy. -20 Cultist Dark Ages Azione - Attacco - Looter $5 +2 Cartas -Each other player gains a Ruins. You may play a Cultist from your hand. -______________________ -When you trash this, +3 Cartas. -21 Graverobber Dark Ages Azione $5 Choose one: Gain a carta from the trash costing from 3 Monete to 6 Monete, putting it on top of your deck; or trash an Azione carta from your hand and gain a carta costing up to 3 Monete more than it. -22 Pillage Dark Ages Azione - Attacco $5 Trash this. Each other player with 5 or more carte in hand reveals his hand and discarte a carta that you choose. -Gain 2 Spoils from the Spoils pile. -23 Scavenger Dark Ages Azione $5 +1 Monete -You may put your deck into your discarta pile. Look through your discarta pile and put one carta from it on top of your deck. -24 Altar Dark Ages Azione $6 Trash a carta from your hand. Gain a carta costing up to 5 Monete. -29 Armory Dark Ages Azione $4 Gain a carta costing up to 4 Monete,putting it on top of your deck. -25 Beggar Dark Ages Azione - Reazione $2 Gain 3 Coppers, putting them into your hand. -______________________ -When another player plays an Attacco carta, you may discarta this. -If you do, gain two Silvers, putting one on top of your deck. -26 Catacombs Dark Ages Azione $5 Look at the top 3 carte of your deck. -Choose one: Put them into your hand; -or discarta them and +3 Cartas. -______________________ -When you trash this, gain a cheaper carta. -27 Counterfeit Dark Ages Tesoro $5 Worth 1 Coin -+1 Acquisto -When you play this, you may play a Tesoro from your hand twice. If you do, trash that Tesoro -28 Death Cart Dark Ages Azione - Looter $4 +5 Monete -You may trash an Azione carta from your hand. If you don’t, trash this. -______________________ -When you gain this, gain 2 Ruins. -29 Forager Dark Ages Azione $3 +1 Azione -+1 Acquisto -Trash a carta from your hand. -+1 Coin per differently named Tesoro -in the trash. -30 Junk Dealer Dark Ages Azione $5 +1 Carta -+1 Azione -+1 Coin -Trash a carta from your hand. -31 Knights Dark Ages Azione $5 This is a pile in which each carta is different. There is the same basic ability on each carta, but also another ability unique to that carta in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only carta that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discarta before it trashes carte. -32 Marauder Dark Ages Azione $4 Gain a Spoils from the Spoils pile. -Each other player gains a Ruins. -33 Market Square Dark Ages Azione - Reazione $3 +1 Carta -+1 Azione -+1 Acquisto -______________________ -When one of your carte is trashed, -you may discarta this from your -hand. If you do, gain a Gold. -34 Rebuild Dark Ages Azione $5 + 1Azione -Name a carta. Reveal carte from the top of your deck until you reveal a Vittoria carta that is not the named carta. Discarta the other carte. Trash the Vittoria carta and gain a Vittoria carta costing up to 3 Monete more than it. -35 Rogue Dark Ages Azione - Attacco $5 + 2 Monete -If there are any carte in the trash costing from 3 Monete to 6 Monete, gain one of them. Otherwise, each other player reveals the top 2 carte of his deck, trashes one of them costing from 3 Monete to 6 Monete, and discarte the rest. -36 Storeroom Dark Ages Azione $3 + 1 Acquisto -Discarta any number of carte. -+1 Carta per carta discartaed. -Discarta any number of carte. -+ 1 Monete per carta discartaed the second time. -37 Urchin Dark Ages Azione - Attacco $3 +1 Carta -+1 Azione -Each other player discarte down to 4 carte in hand. -______________________ -When you play another Attacco carta with this in play, you may trash this. -If you do, gain a Mercenary from the Mercenary pile. -38 Wandering Minstrel Dark Ages Azione $4 +1 Carta -+2 Aziones -Reveal the top 3 carte of your deck. -Put the Aziones back on top in any order and discarta the rest. -39 Hunting Grounds Dark Ages Azione $6 + 4 Cartas -______________________ -When you trash this, -gain a Duchy or 3 Estates. -40 Mercenary Dark Ages Azione - Attacco $0 You may trash 2 carte from your hand. -If you do, +2 Cartas, + 2 Monete, -and each other player discarte down to 3 carte in hand. -(This is not in the Supply.) -41 Mystic Dark Ages Azione $5 +1Azione -+ 2 Monete -Name a carta. -Reveal the top carta of your deck. -If it’s the named carta, put it into your hand. -42 Shelters Dark Ages Extras Azione - Shelter $1 Hovel: When you buy a Vittoria carta, you may trash this from your hand. -Necropolis: +2 Aziones -Overgrown Estate: 0 ; when you trash this, +1 Carta. -43 Urchin / Mercenary Dark Ages Extras Azione $3 Urchin: When you play this, you draw a carta and get +1 Azione, then each other player discarte down to 4 carte in hand. Players who already have 4 or fewer carte in hand do not do anything. While Urchin is in play, when you play another Attacco carta, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one. -44 Hermit / Madman Dark Ages Extras Azione $3 Hermit: When you play this, look through your discarta pile, and then you may choose to trash a carta that is not a Tesoro, from either your hand or your discarta pile. You do not have to trash a carta and cannot trash Tesoros. A carta with multiple types, one of which is Tesoro (such as Harem from Intrigo), is a Tesoro. After trashing or not, you gain a carta costing up to 3 Monete. The carta you gain comes from the Supply and is put into your discarta pile. Gaining a carta is mandatory if it is possible. Then, when you discarta Hermit from play - normally, in Clean-up, after playing it in your Azione phase - if you did not buy any carte this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained carte other ways, only whether or not you bought a carta. If there are no Madman carte left, you do not gain one. If Hermit is not discartaed from play during Clean-up - for example, if you put it on your deck with Scheme (from Nuovi Orizzonti) - then the ability that trashes it will not trigger. - -1 Advisor Guilds Azione $4 +1 Azione -Reveal the top 3 carte of your deck. The player to your left chooses one of them. Discarta that carta. Put the other carte into your hand. -2 Baker Guilds Azione $5 +1 Carta -+1 Azione -Take a Coin token. -______________________ -Setup: Each player takes a Coin token. -3 Butcher Guilds Azione $5 Take two Coin tokens. You may trash a carta from your hand and then pay any number of Coin tokens. If you did trash a carta, gain a carta with a cost of up to the cost of the trashed carta plus the number of Coin tokens you paid. -4 Candlestick Maker Guilds Azione $2 +1 Azione -+1 Acquisto -Take a Coin token. -5 Doctor Guilds Azione $3 Name a carta. Reveal the top 3 carte of your deck. Trash the matches. Put the rest back on top in any order. -______________________ -When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top carta of your deck; trash it, discarta it, or put it back. -6 Herald Guilds Azione $4 +1 Carta -+1 Azione -Reveal the top carta of your deck. If it is an Azione, play it. -______________________ -When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discarta pile and put a carta from it on top of your deck. -7 Journeyman Guilds Azione $5 Name a carta. Reveal carte from the top of your deck until you reveal 3 carte that are not the named carta. Put those carte into your hand and discarta the rest. -8 Masterpiece Guilds Tesoro $3 Worth 1 Coin. -______________________ -When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid. -9 Merchant Guild Guilds Azione $5 +1 Acquisto -+1 Coin -______________________ -While this is in play, when you buy a carta, take a Coin token. -10 Plaza Guilds Azione $4 +1 Carta -+2 Aziones -You may discarta a Tesoro carta. If you do, take a Coin token. -11 Soothsayer Guilds Azione - Attacco $5 Gain a Gold. Each other player gains a Curse. Each player who did draws a carta. -12 Stonemason Guilds Azione $2 Trash a carta from your hand. Gain 2 carte each costing less than it. -______________________ -When you buy this, you may overpay for it. If you do, gain 2 Azione carte each costing the amount you overpaid. -13 Taxman Guilds Azione - Attacco $4 You may trash a Tesoro from your hand. Each other player with 5 or more carte in hand discarte a copy of it (or reveals a hand without it). Gain a Tesoro carta costing up to 3 Monete more than the trashed carta, putting it on top of your deck. From 0c1860266c9c2d2b8c76a11640bc678a78dd74a5 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Wed, 4 Nov 2015 14:50:11 -0800 Subject: [PATCH 09/23] Change Avery dimensions according to @wvoigt's suggestion - looks good to me --- .bzrignore | 38 -------------------------------------- dominion_tabs.py | 24 +++++++++++++----------- 2 files changed, 13 insertions(+), 49 deletions(-) delete mode 100644 .bzrignore diff --git a/.bzrignore b/.bzrignore deleted file mode 100644 index 569b4f0..0000000 --- a/.bzrignore +++ /dev/null @@ -1,38 +0,0 @@ -dist -card_images -build -sumpfork_dominion_tabs_A4_v1.3.pdf -sumpfork_dominion_tabs_A4_v1.4.pdf -sumpfork_dominion_tabs_A4_v1.5.pdf -sumpfork_dominion_tabs_cornucopia.pdf -sumpfork_dominion_tabs_sameside_v1.1.pdf -sumpfork_dominion_tabs_sleeved_v1.3.pdf -sumpfork_dominion_tabs_sleeved_v1.4.pdf -sumpfork_dominion_tabs_sleeved_v1.5.pdf -sumpfork_dominion_tabs_v1.0.pdf -sumpfork_dominion_tabs_v1.1.pdf -sumpfork_dominion_tabs_v1.2.pdf -sumpfork_dominion_tabs_v1.3.pdf -sumpfork_dominion_tabs_v1.4.pdf -sumpfork_dominion_tabs_v1.5.pdf -sumpfork_dominion_tabs_vertical_A4_v1.3.pdf -sumpfork_dominion_tabs_vertical_A4_v1.5.pdf -sumpfork_dominion_tabs_vertical_sameside_v1.1.pdf -sumpfork_dominion_tabs_vertical_sleeved_v1.3.pdf -sumpfork_dominion_tabs_vertical_sleeved_v1.4.pdf -sumpfork_dominion_tabs_vertical_sleeved_v1.5.pdf -sumpfork_dominion_tabs_vertical_v1.1.pdf -sumpfork_dominion_tabs_vertical_v1.2.pdf -sumpfork_dominion_tabs_vertical_v1.3.pdf -sumpfork_dominion_tabs_vertical_v1.4.pdf -sumpfork_dominion_tabs_vertical_v1.5.pdf -fonts -old_images -sumpfork_dominion_tabs_v1.3.zip -sumpfork_dominion_tabs_v1.4.zip -sumpfork_dominion_tabs_v1.5.zip -dominion_tabs.pdf -sumpfork_dominion_tabs_* -dominiontabs.egg-info -generated -.DS_Store diff --git a/dominion_tabs.py b/dominion_tabs.py index 4a89e31..bbaecaa 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -26,6 +26,7 @@ def split(l, n): class Card(object): class CardJSONEncoder(json.JSONEncoder): + def default(self, obj): if isinstance(obj, Card): return obj.__dict__ @@ -870,14 +871,14 @@ class DominionTabs: fixedMargins = False if self.options.tabs_only: # fixed for Avery 8867 for now - minmarginwidth = 0.76 * cm - minmarginheight = 1.27 * cm - self.tabLabelHeight = 1.27 * cm - self.tabLabelWidth = 4.44 * cm + minmarginwidth = 0.86 * cm # was 0.76 + minmarginheight = 1.37 * cm # was 1.27 + self.tabLabelHeight = 1.07 * cm # was 1.27 + self.tabLabelWidth = 4.24 * cm # was 4.44 + self.horizontalBorderSpace = 0.96 * cm # was 0.76 + self.verticalBorderSpace = 0.20 * cm # was 0.01 self.tabBaseHeight = 0 self.tabWidth = self.tabLabelWidth - self.horizontalBorderSpace = 0.76 * cm - self.verticalBorderSpace = 0.01 * cm fixedMargins = True else: minmarginwidth, minmarginheight = self.parseDimensions( @@ -897,9 +898,6 @@ class DominionTabs: self.totalTabWidth = self.tabWidth + self.horizontalBorderSpace self.totalTabHeight = self.tabHeight + self.verticalBorderSpace - print "Paper dimensions: %fcm (w) x %fcm (h)" % (self.paperwidth / cm, self.paperheight / cm) - print "Tab dimensions: %fcm (w) x %fcm (h)" % (self.totalTabWidth / cm, self.totalTabHeight / cm) - # as we don't draw anything in the final border, it shouldn't count towards how many tabs we can fit # so it gets added back in to the page size here numTabsVerticalP = int( @@ -923,6 +921,10 @@ class DominionTabs: self.minHorizontalMargin = minmarginwidth self.minVerticalMargin = minmarginheight + print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(self.paperwidth / cm, self.paperheight / cm) + print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(self.totalTabWidth / cm, self.totalTabHeight / cm) + print '{} dividers horizontally, {} vertically'.format(self.numTabsHorizontal, self.numTabsVertical) + if not fixedMargins: # dynamically max margins self.horizontalMargin = ( @@ -933,8 +935,8 @@ class DominionTabs: self.horizontalMargin = minmarginwidth self.verticalMargin = minmarginheight - print "Margins: %fcm h, %fcm v\n" % (self.horizontalMargin / cm, - self.verticalMargin / cm) + print "Margins: {:.2f}cm h, {:.2f}cm v\n".format(self.horizontalMargin / cm, + self.verticalMargin / cm) self.tabOutline = [(0, 0, self.tabWidth, 0), (self.tabWidth, 0, self.tabWidth, self.tabHeight), From c8f057afc520c46559ba3e8b3eedfb70f573e149 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Thu, 5 Nov 2015 14:52:44 -0800 Subject: [PATCH 10/23] oops, cards were getting saved too late stripping out base cards from the expansions --- card_db/en_us/cards.json | 211 ++++++++++++++++++++++++++++++++++++++- dominion_tabs.py | 21 ++-- 2 files changed, 221 insertions(+), 11 deletions(-) diff --git a/card_db/en_us/cards.json b/card_db/en_us/cards.json index 1bf9c24..1a6158e 100644 --- a/card_db/en_us/cards.json +++ b/card_db/en_us/cards.json @@ -279,6 +279,94 @@ "types": [ "Action" ] + }, + { + "cardset": "dominion", + "cost": "0", + "description": "Worth 1 Coin.", + "extra": " 60 cards per game.", + "name": "Copper", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "Worth 2 Coins.", + "extra": " 40 cards per game.", + "name": "Silver", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "6", + "description": "Worth 3 Coins.", + "extra": " 30 cards per game.", + "name": "Gold", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "0", + "description": "-1 ", + "extra": " Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.", + "name": "Curse", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "1 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Estate", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "3 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Duchy", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "8", + "description": "6 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.", + "name": "Province", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "0", + "description": "Pile of trash.", + "extra": "", + "name": "Trash", + "potcost": 0, + "types": [ + "Action" + ] }, { "cardset": "intrigue", @@ -563,6 +651,94 @@ "Victory" ] }, + { + "cardset": "intrigue", + "cost": "0", + "description": "Worth 1 Coin.", + "extra": " 60 cards per game.", + "name": "Copper", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigue", + "cost": "3", + "description": "Worth 2 Coins.", + "extra": " 40 cards per game.", + "name": "Silver", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigue", + "cost": "6", + "description": "Worth 3 Coins.", + "extra": " 30 cards per game.", + "name": "Gold", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigue", + "cost": "0", + "description": "-1 ", + "extra": " Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.", + "name": "Curse", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "intrigue", + "cost": "2", + "description": "1 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Estate", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "5", + "description": "3 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", + "name": "Duchy", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "8", + "description": "6 ", + "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.", + "name": "Province", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigue", + "cost": "0", + "description": "Pile of trash.", + "extra": "", + "name": "Trash", + "potcost": 0, + "types": [ + "Action" + ] + }, { "cardset": "seaside", "cost": "2", @@ -1007,7 +1183,18 @@ "types": [ "Action" ] - }, + }, + { + "cardset": "alchemy", + "cost": "4", + "description": "Worth 1 Potion.", + "extra": " This is a basic Treasure card. It costs 4 Coins and produces Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, if any of them have Potion in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion in the cost. If you don't have any cards with Potion in the cost in the Supply or the Black Market deck, do not use the Potion pile in this game. When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition.", + "name": "Potion", + "potcost": 0, + "types": [ + "Treasure" + ] + }, { "cardset": "prosperity", "cost": "3", @@ -1285,6 +1472,28 @@ "types": [ "Action" ] + }, +{ + "cardset": "prosperity", + "cost": "9", + "description": "Worth 5 Coins.", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Platinum", + "potcost": 0, + "types": [ + "Treasure" + ] +}, + { + "cardset": "prosperity", + "cost": "11", + "description": "10 ", + "extra": " This is not a Kingdom card. You do not use it every game. It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", + "name": "Colony", + "potcost": 0, + "types": [ + "Victory" + ] }, { "cardset": "promo", diff --git a/dominion_tabs.py b/dominion_tabs.py index bbaecaa..99e4153 100755 --- a/dominion_tabs.py +++ b/dominion_tabs.py @@ -988,6 +988,17 @@ class DominionTabs: with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: DominionTabs.language_mapping = json.load(mapping_file) + + if options.write_json: + fpath = os.path.join(self.filedir, "card_db", options.language, "cards.json") + with codecs.open(fpath, 'w', encoding='utf-8') as ofile: + json.dump(cards, + ofile, + cls=Card.CardJSONEncoder, + ensure_ascii=False, + indent=True, + sort_keys=True) + baseCards = [ card.name for card in cards if card.cardset.lower() == 'base'] @@ -1058,16 +1069,6 @@ class DominionTabs: exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) cards.append(c) - if options.write_json: - fpath = os.path.join(self.filedir, "card_db", options.language, "cards.json") - with codecs.open(fpath, 'w', encoding='utf-8') as ofile: - json.dump(cards, - ofile, - cls=Card.CardJSONEncoder, - ensure_ascii=False, - indent=True, - sort_keys=True) - # When sorting cards, want to always put "base" cards after all # kingdom cards, and order the base cards in a set order - the # order they are listed in the database (ie, all normal treasures From ad6b169bcd11f14c678a098b7024262ac396a1b3 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Thu, 5 Nov 2015 15:00:08 -0800 Subject: [PATCH 11/23] same cards were missing for Italian --- card_db/it/cards.json | 212 +++++++++++++++++++++++++++++++++++++++++- 1 file changed, 211 insertions(+), 1 deletion(-) diff --git a/card_db/it/cards.json b/card_db/it/cards.json index c2aba14..28c28de 100644 --- a/card_db/it/cards.json +++ b/card_db/it/cards.json @@ -280,6 +280,94 @@ "Action" ] }, + { + "cardset": "dominion", + "cost": "0", + "description": "Vale 1 Moneta.", + "extra": " 60 carte per partita.", + "name": "Rame", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "3", + "description": "Vale 2 Monete.", + "extra": " 40 carte per partita.", + "name": "Argento", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "6", + "description": "Vale 3 Monete.", + "extra": " 30 carte per partita.", + "name": "Oro", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "dominion", + "cost": "0", + "description": "-1 ", + "extra": " Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva.", + "name": "Maledizione", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "dominion", + "cost": "2", + "description": "1 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.", + "name": "Tenuta", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "5", + "description": "3 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori..", + "name": "Ducato", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "8", + "description": "6 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori.", + "name": "Provincia", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "dominion", + "cost": "0", + "description": "Pila delle carte eliminate.", + "extra": "", + "name": "Carte Eliminate", + "potcost": 0, + "types": [ + "Action" + ] + }, { "cardset": "intrigo", "cost": "2", @@ -563,6 +651,94 @@ "Victory" ] }, + { + "cardset": "intrigo", + "cost": "0", + "description": "Vale 1 Moneta.", + "extra": " 60 carte per partita.", + "name": "Rame", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigo", + "cost": "3", + "description": "Vale 2 Monete.", + "extra": " 40 carte per partita.", + "name": "Argento", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigo", + "cost": "6", + "description": "Vale 3 Monete.", + "extra": " 30 carte per partita.", + "name": "Oro", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { + "cardset": "intrigo", + "cost": "0", + "description": "-1 ", + "extra": " Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva.", + "name": "Maledizione", + "potcost": 0, + "types": [ + "Curse" + ] + }, + { + "cardset": "intrigo", + "cost": "2", + "description": "1 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.", + "name": "Tenuta", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigo", + "cost": "5", + "description": "3 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori..", + "name": "Ducato", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigo", + "cost": "8", + "description": "6 ", + "extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori.", + "name": "Provincia", + "potcost": 0, + "types": [ + "Victory" + ] + }, + { + "cardset": "intrigo", + "cost": "0", + "description": "Pila delle carte eliminate.", + "extra": "", + "name": "Carte Eliminate", + "potcost": 0, + "types": [ + "Action" + ] + }, { "cardset": "seaside", "cost": "2", @@ -997,6 +1173,17 @@ "Action" ] }, + { + "cardset": "alchimia", + "cost": "4", + "description": "Vale 1 Pozione.", + "extra": " Questa è una carta Tesoro base. Costa 4 Monete e produce una Pozione. Non è una carta Regno. Dopo che hai scelto 10 carte Regno per la Riserva, se qualsiasi di loro ha Pozioni nel costo aggiungi il mazzetto Pozione alla Riserva. Aggiungi il mazzetto Pozione se stai usando la carta promo Mercato Nero ed il suo mazzetto include almeno una carta con la Pozione nel costo. Se non hai carte con la Pozione nel costo nella Riserva o nel mazzetto del Mercato Nero, non usare il mazzetto Pozione in questa partita. Se hai un mazzetto Pozione, mettici tutte e 16 le Pozioni a prescindere dal numero di giocatori. In partite con questo mazzetto, se il mazzetto si svuota conta come uno dei tre che determinano il fine partita.", + "name": "Pozione", + "potcost": 0, + "types": [ + "Treasure" + ] + }, { "cardset": "prosperità", "cost": "3", @@ -1275,6 +1462,29 @@ "Action" ] }, + { + "cardset": "prosperità", + "cost": "11", + "description": "10 ", + "extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' una carta Vittoria che vale 10 PV. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]", + "name": "Colonia", + "potcost": 0, + "types": [ + "Victory" + ] + }, +{ + "cardset": "prosperità", + "cost": "9", + "description": "Vale 5 Monete.", + "extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' un tesoro che vale 5 Monete. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]", + "name": "Platino", + "potcost": 0, + "types": [ + "Treasure" + ] + }, + { "cardset": "promo", "cost": "3", @@ -2616,4 +2826,4 @@ "Attack" ] } -] \ No newline at end of file +] From c919913f88671f13a3c13c07112b91d48e279d24 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Fri, 6 Nov 2015 14:31:02 -0800 Subject: [PATCH 12/23] preliminary update to German version thanks to GrabTiger on BGG --- card_db/de/cards.json | 4916 ++++++++++++++------------------------- card_db/de/mapping.json | 7 + 2 files changed, 1754 insertions(+), 3169 deletions(-) diff --git a/card_db/de/cards.json b/card_db/de/cards.json index 1bf9c24..54a1ac9 100644 --- a/card_db/de/cards.json +++ b/card_db/de/cards.json @@ -1,3325 +1,1903 @@ [ { - "cardset": "dominion", - "cost": "2", - "description": "+1 Action, Discard any number of cards. +1 Card per card discarded.", - "extra": " You can't discard Cellar to itself, since it isn't in your hand any longer when you resolve it. You choose what cards to discard and discard them all at once. You only draw cards after you have discarded. If you have to shuffle to do the drawing, the discarded cards will end up shuffled into your new Deck.", - "name": "Cellar", "potcost": 0, + "description": "+1 Aktion, Lege eine beliebige Anzahl Handkarten ab. Ziehe f\u00fcr jede abgelegte Karte eine Karte nach.", + "extra": "Der ausgespielte KELLER selbst darf nicht abgelegt werden, da er sich nicht mehr in deiner Hand befindet. Sage an, wie viele Karten du ablegst und lege diese auf deinen Ablagestapel. Danach ziehst du die gleiche Anzahl Karten vom Nachziehstapel. Sollte w\u00e4hrend dieses Vorgangs der Nachziehstapel aufgebraucht werden, wird dein Ablagestapel zusammen mit den soeben abgelegten Karten gemischt und als neuer Nachziehstapel bereitgelegt.", + "cost": "2", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Keller" }, { - "cardset": "dominion", - "cost": "2", - "description": "Trash up to 4 cards from your hand.", - "extra": " You can't trash the Chapel itself since it isn't in your hand when you resolve it. You could trash a different Chapel card if that card were in your hand.", - "name": "Chapel", "potcost": 0, + "description": "Entsorge bis zu vier Karten aus deiner Hand.", + "extra": "Die ausgespielte KAPELLE selbst darf nicht entsorgt werden, da sie sich nicht mehr auf der Hand befindet. Weitere KAPELLEN auf der Hand d\u00fcrfen entsorgt werden.", + "cost": "2", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Kapelle" }, { - "cardset": "dominion", - "cost": "2", - "description": "+2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.", - "extra": " An attack card is one that says \"Attack\" on the bottom line (usually, \"Action - Attack\"). When someone else plays an Attack card, you may reveal the Moat by showing it from your hand to the other players and then returning it to your hand (before the Attack card resolves). You are then unaffected by that Attack card. You won't gain a Curse because of a Witch or reveal a card to a Spy, and so on. Moat doesn't stop anything an Attack does to other players or to the player of the Attack; for example, if everyone else Moats a Witch, the person who played it still gets to draw 2 cards. Moat can also be played on your turn as an Action to draw 2 cards.", - "name": "Moat", "potcost": 0, + "description": "+2 Karten. Wenn ein Mitspieler eine Angriffskarte ausspielt, kannst du diese Karte aus deiner Hand vorzeigen. Der Angriff hat dann keine Wirkung auf dich.", + "extra": "Spielt ein anderer Spieler eine Angriffskarte (mit der Aufschrift AKTION \u2013 ANGRIFF), kannst du die Karte BURGGRABEN vorzeigen, falls du sie in diesem Moment auf der Hand hast. In diesem Fall bist du von den Auswirkungen des Angriffs nicht betroffen, d.h. du musst bei der HEXE keine Fluchkarte nehmen usw. Haben mehrere Spieler einen BURGGRABEN auf der Hand, d\u00fcrfen diese auch eingesetzt und vorgezeigt werden. Danach nehmen die Spieler ihre Karte zur\u00fcck auf die Hand. Der Spieler, der den Angriff gespielt hat, darf unabh\u00e4ngig davon, ob ein oder mehrere BURGGR\u00c4BEN\ngespielt werden, die weiteren Anweisungen seiner Aktionskarte ausf\u00fchren. Der BURGGRABEN darf auch in der eigenen Aktionsphase gespielt werden \u2013 dann ziehst du 2 Karten nach. ", + "cost": "2", + "cardset": "Dominion", "types": [ "Action", "Reaction" - ] + ], + "name": "Burggraben" }, { - "cardset": "dominion", - "cost": "3", - "description": "+2 Coins, You may immediately put your deck into your discard pile.", - "extra": " You must resolve the Chancellor (decide whether or not to discard your Deck by flipping it into your Discard pile) before doing other things on your turn, like deciding what to buy or playing another Action card. You may not look through your Deck as you discard it.", - "name": "Chancellor", "potcost": 0, + "description": "+2 Geld. Du kannst sofort deinen kompletten Nachziehstapel ablegen.", + "extra": "Legst du deinen Nachziehstapel auf deinen Ablagestapel, musst du dies tun, bevor du eine weitere Aktion ausspielst oder zur Kaufphase \u00fcbergehst. Du darfst deinen Nachziehstapel nicht einsehen, bevor du ihn ablegst.", + "cost": "3", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Kanzler" }, { - "cardset": "dominion", - "cost": "3", - "description": "+1 Card, +2 Actions.", - "extra": " If you're playing multiple Villages, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time.", - "name": "Village", "potcost": 0, + "description": "+1 Karte. +2 Aktionen.", + "extra": "Spielst du mehrere D\u00d6RFER hintereinander, z\u00e4hlst du am besten laut mit, wie viele Aktionen du noch ausspielen darfst, damit du den \u00dcberblick beh\u00e4ltst. ", + "cost": "3", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Dorf" }, { - "cardset": "dominion", - "cost": "3", - "description": "+1 Buy, +2 Coins.", - "extra": " During your Buy phase, you may add 2 Coins to the total value of the Treasure cards played, and you may buy an additional card from the Supply.", - "name": "Woodcutter", "potcost": 0, + "description": "+1 Kauf. +2 Geld.", + "extra": "In der Kaufphase darfst du 1 zus\u00e4tzliche Karte kaufen, also insgesamt 2 K\u00e4ufe t\u00e4tigen. F\u00fcr deine K\u00e4ufe stehen dir in diesem Zug insgesamt 2 Geld zus\u00e4tzlich zur Verf\u00fcgung.", + "cost": "3", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Holzf\u00e4ller" }, { - "cardset": "dominion", - "cost": "3", - "description": "Gain a card costing up to 4 Coins.", - "extra": " The card you gain is put into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you may gain. [You cannot gain cards with Potion in the cost with Workshop.]", - "name": "Workshop", "potcost": 0, + "description": "Nimm dir eine Karte, die bis zu vier kostet.", + "extra": "Nimm dir eine Karte aus dem Vorrat und lege diese sofort auf deinen Ablagestapel. Du kannst weder Geldkarten noch zus\u00e4tzlich \u00fcber Aktionskarten erhaltenes Geld oder M\u00fcnzen (bei Erweiterungen mit M\u00fcnzen) einsetzen, um den angegebenen Betrag auf der Karte zu erh\u00f6hen.", + "cost": "3", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Werkstatt" }, { - "cardset": "dominion", - "cost": "4", - "description": "Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).", - "extra": " If you have no cards left in your Deck when you play this card, the Silver you gain will become the only card in your Deck. Similarly, if another players has no cards in his Deck, the Victory card he puts on top will become the only card in his Deck.", - "name": "Bureaucrat", "potcost": 0, + "description": "Nimm dir ein Silber und lege es verdeckt auf deinen Nachziehstapel. Jeder Mitspieler deckt eine Punktekarte aus seiner Hand auf und legt sie verdeckt auf seinen Nachziehstapel. Hat ein Spieler keine Punktekarte auf der Hand, muss er seine Kartenhand vorzeigen.", + "extra": "Ist dein Nachziehstapel aufgebraucht, wenn du diese Karte spielst, legst du die Silberkarte verdeckt ab. Sie bildet dann deinen Nachziehstapel. Das Gleiche gilt f\u00fcr alle Mitspieler, die eine Punktekarte verdeckt auf den eigenen Nachziehstapel legen m\u00fcssen.", + "cost": "3", + "cardset": "Dominion", "types": [ "Action", "Attack" - ] + ], + "name": "B\u00fcrokrat" }, { - "cardset": "dominion", - "cost": "4", - "description": "Trash this card. Gain a card costing up to 5 Coins.", - "extra": " The gained card goes into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.", - "name": "Feast", "potcost": 0, + "description": "Entsorge diese Karte. Nimm dir eine Karte, die bis zu 5 kostet.", + "extra": "Du nimmst dir eine beliebige Karte aus dem Vorrat, die h\u00f6chstens kostet und legst sie sofort auf deinen Ablagestapel. Du darfst den Betrag weder durch weitere Geldkarten, M\u00fcnzen oder zus\u00e4tzliches Geld von anderen Aktionskarten erh\u00f6hen. Spielst du das FESTMAHL direkt nach dem THRONSAAL , erh\u00e4ltst du 2 Karten, obwohl du das FESTMAHL nur einmal entsorgen kannst. ", + "cost": "4", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Festmahl" }, { - "cardset": "dominion", - "cost": "4", - "description": "Variable, Worth 1 for every 10 cards in your deck (rounded down).", - "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 10 cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 39 cards, Gardens is worth 3 victory points. During set-up, place 12 Gardens in the Supply for a 3+ player game and 8 in the Supply for a 2 player game.", - "name": "Gardens", "potcost": 0, + "description": "Ein Siegpunkt f\u00fcr je zehn Karten im eigenen Kartensatz (abgerundet).", + "extra": "Diese Karte ist die einzige Punktekarte unter den K\u00f6nigreichkarten. Sie hat bis zum Ende des Spiels keine Funktion. Bei der Wertung des Spiels erh\u00e4lt der Spieler, der diese Karte in seinem Kartensatz (Nachziehstapel, Handkarten und Ablagestapel) hat, f\u00fcr jeweils 10 Karten einen Siegpunkt. Es wird immer abgerundet, d. h. 39 Karten ergeben 3 Siegpunkte, ebenso wie 31 Karten 3 Siegpunkte ergeben. Wer mehrere G\u00c4RTEN besitzt, erh\u00e4lt f\u00fcr jeden GARTEN die entsprechende Anzahl an Siegpunkten.", + "cost": "4", + "cardset": "Dominion", "types": [ "Victory" - ] + ], + "name": "G\u00e4rten" }, { - "cardset": "dominion", - "cost": "4", - "description": "+2 Coins, Each other player discards down to 3 cards in his hand.", - "extra": " The attacked players discard cards until they have only 3 cards in hand. Players who had 3 or fewer cards in hand when Militia was played do not discard any cards.", - "name": "Militia", "potcost": 0, + "description": "+2 Geld. Jeder Mitspieler legt Karten ab, bis er nur noch drei Karten auf der Hand hat.", + "extra": "Deine Mitspieler m\u00fcssen Karten aus ihrer Hand ablegen, bis sie nur noch 3 Karten auf der Hand haben. Spieler, die zum Zeitpunkt des Angriffs bereits 3 oder weniger Karten auf der Hand haben, m\u00fcssen keine weiteren Karten ablegen.", + "cost": "4", + "cardset": "Dominion", "types": [ "Action", "Attack" - ] + ], + "name": "Miliz" }, { - "cardset": "dominion", - "cost": "4", - "description": "Trash a Copper from your hand. If you do, +3 Coins.", - "extra": " If you do not have a Copper in your hand to trash, you don't get the +3 Coins to spend in the Buy phase.", - "name": "Moneylender", "potcost": 0, + "description": "Entsorge ein Kupfer aus deiner Hand. Wenn du das machst, +3 Geld.", + "extra": "Wenn du kein Kupfer zum Entsorgen auf der Hand hast, erh\u00e4ltst du kein zus\u00e4tzliches Geld f\u00fcr die Kaufphase.", + "cost": "4", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Geldverleiher" }, { - "cardset": "dominion", - "cost": "4", - "description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.", - "extra": " You cannot trash the Remodel as it isn't in your hand when you resolve it (you can trash a different Remodel card from your hand). If you do not have a card to trash, you cannot gain a card from the Remodel. The gained card goes in your Discard pile. You can only gain cards from the Supply. The gained card need not cost exactly 2 Coins more than the trashed card; it can cost that much or any amount less. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you gain. You can trash a card to gain a copy of the same card.", - "name": "Remodel", "potcost": 0, + "description": "Entsorge eine Karte aus deiner Hand. Nimm dir eine Karte, die bis zu zwei mehr kostet als die entsorgte Karte.", + "extra": "Der ausgespielte UMBAU selbst darf nicht entsorgt werden, da er sich nicht mehr in deiner Hand befindet. Weitere UMBAU-Karten in deiner Hand d\u00fcrfen entsorgt werden. Wenn du keine Karte zum Entsorgen auf der Hand hast, darfst du dir auch keine neue Karte nehmen. Die neue Karte, die du dir nimmst, darf maximal bis zu mehr als die entsorgte Karte kosten. Der Betrag darf weder durch weitere Geldkarten, M\u00fcnzen oder zus\u00e4tzliches Geld von anderen Aktionskarten erh\u00f6ht werden. Die neue Karte kann die gleiche Karte sein wie die, die du entsorgt hast. Lege die neue Karte auf deinen Ablagestapel.", + "cost": "4", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Umbau" }, { - "cardset": "dominion", - "cost": "4", - "description": "+3 Cards.", - "extra": " Draw three cards.", - "name": "Smithy", "potcost": 0, + "description": "+3 Karten.", + "extra": "Schmiede: Du musst 3 Karten von deinem Nachziehstapel ziehen und auf die Hand nehmen.", + "cost": "4", + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Schmiede" }, { - "cardset": "dominion", - "cost": "4", - "description": "+1 Card, +1 Action, Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.", - "extra": " Spy causes all players, including the one who played it, to reveal the top card of their Deck. Note that you draw your card for playing Spy before any cards are revealed. Anyone who does not have any cards left in their Deck shuffles in order to have something to reveal. Anyone who still has no cards to reveal doesn't reveal one. If players care about the order in which things happen for this, you do yourself first, then each other player in turn order. Revealed cards that aren't discarded are returned to the top of their players' Decks.", - "name": "Spy", "potcost": 0, + "description": "+1 Karte. +1 Aktion. Jeder Spieler (auch du selbst) deckt die oberste Karte seines Nachziehstapels auf. Du entscheidest, ob er sie ablegt oder zur\u00fcck auf seinen Nachziehstapel legt.", + "extra": "Zuerst musst du eine Karte vom Nachziehstapel auf die Hand nehmen. Dann muss jeder Spieler (auch du) die oberste Karte seines Nachziehstapels aufdecken. Du entscheidest f\u00fcr jeden Spieler, ob die aufgedeckte Karte auf den Nachziehstapel zur\u00fcck- oder auf den Ablagestapel abgelegt werden soll. Spieler, deren Nachziehstapel aufgebraucht ist, mischen ihren Ablagestapel und legen ihn als neuen Nachziehstapel bereit. Nur wer weder einen Nachzieh- noch einen Ablagestapel hat, braucht keine Karte aufzudecken. Ist den Mitspielern die Reihenfolge des Aufdeckens wichtig, deckst du zuerst auf \u2013 die anderen Spieler folgen im Uhrzeigersinn. ", + "cost": "4", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Spion" + }, + { + "potcost": 0, + "description": "Jeder Mitspieler deckt die obersten beiden Karten seines Nachziehstapels auf. Haben die Mitspieler eine oder mehrere Geldkarten aufgedeckt, muss jeder eine davon (nach deiner Wahl) entsorgen. Du kannst eine beliebige Zahl der entsorgten Karten bei dir ablegen. Die \u00fcbrigen aufgedeckten Karten legen die Spieler bei sich ab.", + "extra": "Jeder Mitspieler legt die beiden aufgedeckten Karten zun\u00e4chst offen vor sich ab. Wer nur noch 1 Karte im Nachziehstapel hat, legt diese vor sich ab und mischt erst dann seinen Ablagestapel. Hat ein Spieler nach dem Mischen noch immer nicht genug Karten, deckt er nur so viele auf wie m\u00f6glich. Hat ein Spieler 2 Geldkarten offen liegen, w\u00e4hlst du eine davon aus, die der Spieler entsorgen muss. Die andere Karte legt er auf seinen Ablagestapel. Hat ein Spieler 1 Geldkarte offen liegen, muss er diese entsorgen. Hat ein Spieler keine Geldkarte aufgedeckt, muss er keine Karte entsorgen. Von den auf diese Weise entsorgten Karten darfst du eine beliebige Anzahl nehmen.", + "cost": "4", + "cardset": "Dominion", "types": [ "Action", "Attack" - ] + ], + "name": "Dieb" }, { - "cardset": "dominion", - "cost": "4", - "description": "Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.", - "extra": " A player with just one card left revealed that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards, and then you gain any of the trashed cards that you want. You can only take Treasures just trashed - not ones trashed on previous turns. You can take none of them, all of them, or anything in between. Put the Treasures you decided to gain into your Discard pile. The ones you choose not to gain stay in the Trash pile.", - "name": "Thief", "potcost": 0, + "description": "W\u00e4hle eine Aktionskarte aus deiner Hand. Spiele diese Aktionskarte zweimal aus.", + "extra": "W\u00e4hle eine Aktionskarte aus deiner Hand und spiele sie zweimal aus, d. h. du legst die Aktionskarte aus, f\u00fchrst die Anweisungen der Karte komplett aus, nimmst die Karte zur\u00fcck auf die Hand, legst sie noch einmal aus und f\u00fchrst die Anweisungen erneut aus. F\u00fcr das doppelte Ausspielen dieser Aktionskarte muss der Spieler keine zus\u00e4tzlichen Aktionen (+1 Aktion) zur Verf\u00fcgung haben \u2013 sie ist sozusagen \u201ekostenlos\u201c. Legst du zwei THRONSAAL- Karten aus, darfst du zuerst eine Aktion doppelt ausf\u00fchren und dann eine andere Aktion ebenfalls doppelt ausf\u00fchren. Du darfst aber nicht ein und dieselbe Aktion viermal ausf\u00fchren. Erlaubt die doppelt ausgespielte Karte +1 Aktion (z. B. der MARKT ), hast du nach der vollst\u00e4ndigen Ausf\u00fchrung des THRONSAALS zwei weitere Aktionen zur Verf\u00fcgung. H\u00e4t - test du zwei MARKT- Karten regul\u00e4r hintereinander ausgespielt, bliebe dir nur noch eine zus\u00e4tzliche Aktion zur Verf\u00fcgung, da das Ausspielen der zweiten Marktkarte schon die zus\u00e4tzliche Aktion der ersten Karte aufgebraucht h\u00e4tte. Beim THRONSAAL ist es be - sonders wichtig, laut die verbleibende Anzahl an Aktionen mitzuz\u00e4hlen. Du darfst keine weitere Aktion ausspielen, bevor der THRONSAAL komplett abgearbeitet ist.", + "cost": "4", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Thronsaal" + }, + { + "potcost": 0, + "description": "+4 Karten. +1 Kauf. Jeder Mitspieler zieht sofort eine Karte nach.", + "extra": "Die Mitspieler m\u00fcssen eine Karte nachziehen, auch wenn sie nicht wollen.", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Ratsversammlung" + }, + { + "potcost": 0, + "description": "+2 Aktionen. +1 Kauf. +2 Geld.", + "extra": "Spielst du mehrere JAHRM\u00c4RKTE hintereinander, z\u00e4hlst du am besten laut mit, wie viele Aktionen du noch ausspielen darfst, damit du den \u00dcberblick beh\u00e4ltst.", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Jahrmarkt" + }, + { + "potcost": 0, + "description": "+2 Karten. +1 Aktion.", + "extra": "Du musst zuerst zwei Karten vom Nachziehstapel auf die Hand nehmen. Dann darfst du eine weitere Aktionskarte ausspielen. ", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Laboratorium" + }, + { + "potcost": 0, + "description": "Ziehe solange Karten nach, bis du sieben Karten auf der Hand hast. Aktionskarten kannst du zur Seite legen, sobald du sie ziehst. Die zur Seite gelegten Karten werden am Ende der Aktion abgelegt.", + "extra": "Aktionskarten darfst du zur Seite legen, sobald du sie ziehst, musst dies aber nicht tun. Hast du bereits 7 oder mehr Karten auf der Hand, wenn du die BIBLIOTHEK ausspielst, ziehst du keine Karten nach. Wenn dein Nachziehstapel w\u00e4hrend des Ziehens aufgebraucht ist, mischst du den Ablagestapel, mischst aber die zur Seite gelegten Aktionskarten nicht mit ein. Diese werden erst auf den Ablagestapel gelegt, sobald du 7 Karten auf der Hand hast. Sollten die Karten nicht reichen, ziehst du nur so viele Karten wie m\u00f6glich. ", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Bibliothek" + }, + { + "potcost": 0, + "description": "+1 Karte. +1 Aktion. +1 Kauf. +1 Geld.", + "extra": "Du musst eine Karte vom Nachziehstapel auf die Hand nehmen. Du darfst in der Aktionsphase eine weitere Aktionskarte ausspielen. Du darfst in der Kaufphase einen zus\u00e4tzlichen Kauf t\u00e4tigen und hast daf\u00fcr ein zus\u00e4tzliches Geld zur Verf\u00fcgung.", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Markt" + }, + { + "potcost": 0, + "description": "Entsorge eine Geldkarte aus deiner Hand. Nimm dir eine Geldkarte, die bis zu drei mehr kostet. Nimm diese Geldkarte sofort auf die Hand.", + "extra": "Normalerweise entsorgst du ein Kupfer und nimmst dir daf\u00fcr ein Silber, oder du entsorgst ein Silber und nimmst dir ein Gold. Du kannst dir aber auch eine gleichwertige oder billigere Karte nehmen. Die neue Karte nimmst du sofort auf die Hand und darfst sie noch w\u00e4hrend deines Zuges einsetzen. Wer keine Geldkarte zum Entsorgen hat, erh\u00e4lt keine neue Karte.", + "cost": "5", + "cardset": "Dominion", + "types": [ + "Action" + ], + "name": "Mine" + }, + { + "potcost": 0, + "description": "+2 Karten. Jeder Mitspieler muss sich eine Fluchkarte nehmen.", + "extra": "Wenn du die HEXE spielst und nicht mehr gen\u00fcgend Fluchkarten vorr\u00e4tig sind, werden diese im Uhrzeigersinn (beginnend mit deinem linken Nachbarn) verteilt. Die Mitspieler legen die Fluchkarten sofort auf ihren Ablagestapel. Du ziehst immer 2 Karten von deinem Nachziehstapel, auch wenn keine Fluchkarten mehr im Vorrat sind. ", + "cost": "5", + "cardset": "Dominion", "types": [ "Action", "Attack" - ] + ], + "name": "Hexe" }, { - "cardset": "dominion", - "cost": "4", - "description": "Choose an Action card in your hand. Play it twice.", - "extra": " You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have. You completely resolve playing the Action the first time before playing it the second time. If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times. If you Throne Room a card that gives you +1 Action, such as Market, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused! You cannot play any other Actions in between playing the Throne Roomed Action twice.", - "name": "Throne Room", "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "+4 Cards, +1 Buy, Each other player draws a card.", - "extra": " The other players must draw a card whether they want to or not. All players should shuffle as necessary.", - "name": "Council Room", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "+2 Actions, +1 Buy, +2 Coins.", - "extra": " If you are playing multiple Festivals, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time (i.e. \"I'm playing the Festival and now have two Actions remaining. I play a Market and have two Actions remaining. I play another Festival and now have three actions remaining...).", - "name": "Festival", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "+2 Cards, +1 Action.", - "extra": " Draw two cards. You may play another Action card during your Action phase.", - "name": "Laboratory", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.", - "extra": " If you have to shuffle in the middle, the set-aside cards are not shuffled into the new Deck. They will be discarded when you have finished drawing cards. If you run out of cards even after shuffling, you just get however many there were. You are not obligated to set aside Actions - you just have the option to do so. If you have 7 or more cards in hand after you play the Library, you don't draw any cards.", - "name": "Library", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "+1 Card, +1 Action, +1 Buy, +1 Coin.", - "extra": " Draw a card. You may play another Action card during your Actions phase. During your Buy phase, you may buy an additional card from the supply, and add one coin to the total value of the Treasure cards played.", - "name": "Market", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.", - "extra": " Generally, you can trash a Copper card and gain a Silver, or trash a Silver card and gain a Gold. However, you could also trash a Treasure to gain the same Treasure or a cheaper one. The gained card goes in your hand; thus, you can spend it the same turn. If you don't have a Treasure card in your hand to trash, you can't gain anything.", - "name": "Mine", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dominion", - "cost": "5", - "description": "+2 Cards, Each other player gains a Curse card.", - "extra": " If there aren't enough Curses left to go around when you play the Witch, you deal them out in turn order - starting with the player after you. If you play Witch with no Curses remaining, you will still draw 2 cards. A player gaining a Curse puts it face-up into his Discard pile.", - "name": "Witch", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "dominion", + "description": "Decke Karten vom Nachziehstapel auf, bis zwei Schatzkarten offenliegen. Nimm die Schatzkarten auf die Hand, lege die \u00fcbrigen aufgedeckten Karten ab.", + "extra": "Sollte dein Nachziehstapel w\u00e4hrend des Aufdeckens aufgebraucht werden, mische deinen Ablagestapel. Die bereits aufgedeckten Karten werden nicht mit gemischt, sondern bleiben zun\u00e4chst offen liegen. Solltest du auch mit Hilfe des neuen Nachziehstapels nicht gen\u00fcgend Geldkarten aufdecken, bekommst du nur diejenigen Geldkarten, die du aufgedeckt hast.", "cost": "6", - "description": "Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.", - "extra": " If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards. If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.", - "name": "Adventurer", - "potcost": 0, + "cardset": "Dominion", "types": [ "Action" - ] + ], + "name": "Abenteurer" }, { - "cardset": "intrigue", - "cost": "2", - "description": "+3 Card, Put a card from your hand on top of your deck.", - "extra": " You draw cards and add them to your hand before putting one back. The card you put on top of your deck can be any card in your new hand and doesn't have to be one of the 3 you just drew.", - "name": "Courtyard", "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "2", - "description": "Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).", - "extra": " First pick any 2 of the 4 options. You cannot pick the same option twice. After picking both, do both, in either order. You may not choose to draw a card, look at the card drawn, and then make your second choice.", - "name": "Pawn", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "2", - "description": "Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.", - "extra": " When you play this as an Action on your turn, you first discard any number of cards from your hand, then get 1 coin per card you discarded. You may choose to discard zero cards, but then you will get zero additional coins. The other ability does nothing at that time as it is only used as a Reaction. When someone else plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first you draw 2 cards, then you put at 2 cards from your hand on top of your deck (in any order). The cards you put back do not have to be the ones you drew. You can put Secret Chamber itself on top of your deck; it's still on your hand when you reveal it. Revealing Secret Chamber happens prior to resolving what an Attack does to you. For example, if another player plays Thief, you can reveal Secret Chamber, draw 2 cards, put 2 back, and then you resolve getting hit by the Thief. You can reveal Secret Chamber whenever another player plays an Attack card, even if that Attack would not affect you. Also, you can reveal more than one Reaction card in response to an Attack. For example, after revealing the Secret Chamber in response to an Attack and resolving the effect of the Secret Chamber, you can still reveal a Moat to avoid the Attack completely.", - "name": "Secret Chamber", - "potcost": 0, - "types": [ - "Action", - "Reaction" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "+1 Card, +1 Action, 1 ", - "extra": " This is both an Action card and a Victory card. When you play it, you draw a card and may play another Action. At the end of the game, it's worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", - "name": "Great Hall", - "potcost": 0, - "types": [ - "Action", - "Victory" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "+2 Card, Each player passes a card in their hand to the player on their left. You may trash a card from your hand.", - "extra": " First you draw 2 cards. Next, each player (all at the same time) chooses a card from his hand and places it face down on the table between him and the player to his left. The player to the left then puts that card into his hand. Cards are passed simultaneously, so you may not look at the card you are receiving until you have chosen a card to pass. Finally, you may trash a card from your hand. Only the player who played Masquerade may trash a card. This is not an Attack and cannot be responded to with Moat or Secret Chamber.", - "name": "Masquerade", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "+2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards.", - "extra": " You get 2 more Actions to use no matter what else happens. Then you must reveal your hand. If you have no Action cards in hand, you draw 2 cards. If the first card you draw is an Action card, you still draw the second card. Action - Victory cards are Action cards.", - "name": "Shanty Town", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.", - "extra": " If you choose to trash 2 cards and have 2 or more cards in your hand after playing the Steward, then you must trash exactly 2 cards. You may choose to trash 2 cards, even if you only have 1 card left in your hand after playing the Steward; just trash the remaining card in your hand. You cannot mix and match - you either draw 2 cards, get 2 coins, or trash 2 cards.", - "name": "Steward", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "+2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose.", - "extra": " A player with no cards left in his Deck shuffles first; a player who still has no cards does not trash a card or gain a card. If the order matters (such as when piles are running low), resolve Swindler in turn order starting with the player to your left. Gained cards go to discard piles. If a player trashed a 0-cost card such as Copper, you may choose to give him Curse (if there are any left). You can give a player another copy of the same card he trashed. The gained cards have to be ones from the Supply, and you have to pick a card that's left if you can (you cannot pick an empty pile). If there are no cards in the Supply with the same cost as a given player's trashed card, no card is gained by that player. A player who Moats this does not reveal a card from his deck, and so neither trashes a card nor gains a card.", - "name": "Swindler", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "intrigue", - "cost": "3", - "description": "+1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.", - "extra": " First you draw your card. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card in your hand. If you do not name the right card, you put the revealed card back on top.", - "name": "Wishing Well", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "+1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.", - "extra": " You are never obligated to discard an Estate, even if you have one in your hand. However, if you do not discard an Estate, you must gain an Estate (if there are any left); you cannot choose to just get +1 Buy from this Card.", - "name": "Baron", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "+1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.", - "extra": " Costs are 1 coin lower for all purposes. For example, if you played Village, then Bridge, then Workshop, you could use Workshop to gain a Duchy (because Duchy now costs 4 Coins due to the Bridge). Then if you played 3 Coins, you could buy a Silver (for 2 Coins) and an Estate (for 1 coin). Cards in players' decks are also affected. The effect is cumulative; if you Throne Room a Bridge, all cards will cost 2 Coins less this turn. Costs never go below 0 Coins. For this reason, if you play Bridge and then play Upgrade, you could trash a Copper (which still costs zero, even though you played Bridge) and gain a Pawn (which costs 1 after Bridge is played).", - "name": "Bridge", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "+2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.", - "extra": " You evaluate whether or not Conspirator gives you +1 Card and +1 Action when you play it. Action cards played later in the turn do not change this evaluation. For the purposes of counting actions, if you Throne Room an Action, that's one Action of the Throne Room, one for the selected Action played the first time, and one for the selected Action played the second time. For example, if you play Throne Room on Conspirator, the first conspirator will be your second Action, and won't give you +1 Card or +1 Action, but the second Conspirator will be your third Action, and you will get +1 Card and +1 Action for that second Conspirator. Action - Victory cards are Actions.", - "name": "Conspirator", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "Copper produces an extra 1 Coin this turn.", - "extra": " This just changes how much money you get when playing Copper. The effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you play that turn will produce 3 coins.", - "name": "Coppersmith", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.", - "extra": " The card you gain must be from the Supply and is put into your discard pile. You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). Costs of cards are affected by Bridge. [You cannot gain a card with Potion in the cost with Ironworks.]", - "name": "Ironworks", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "+1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins.", - "extra": " You must decide whether or not to trash Mining Village or not before moving on to other actions or other phases. You get a card and +2 Actions, whether you choose to trash it or not. If you trash it you also get +2 Coins. If you Throne Room a Mining Village, you cannot trash Mining Village twice. You will get +1 Card, +2 Actions, and +2 Coins the first time you play it and trash it and when you play it the second time with the Throne Room you get +1 Card and +2 Actions but cannot trash it again.", - "name": "Mining Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "4", - "description": "+1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.", - "extra": " If there are fewer than 4 cards left in your deck, reveal all the cards in your deck, shuffle your discard pile (which does not include currently revealed cards), and then reveal the remainder needed. Action - Victory cards are Victory cards. Curse cards are not Victory cards. Take all revealed Victory cards into your hand; you cannot choose to leave some on top. You do not have to reveal the order that you put the cards back in.", - "name": "Scout", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "Worth 1 per Duchy you have.", - "extra": " This does nothing until the end of the game, at which time it's worth 1 VP per Duchy you have. This counts all of your cards - your Discard pile and hand are part of your Deck at that point. During set-up, place 12 Dukes in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", - "name": "Duke", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "+1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.", - "extra": " You get +1 Action whichever option you choose. The options are +2 coins, or everything after that - discarding, drawing 4 cards, and other players discarding and drawing. A player who Moats this neither discards nor draws. Other players are only affected by this if they have 5 or more cards in hand. Other players can use Secret Chamber when you play Minion even if they do not have 5 or more cards in hand. [You make your choice on how to use Minion after other players are done revealing Reactions.]", - "name": "Minion", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.", - "extra": " Each other player turns over the top cards of his deck until he reveals one costing 3 coins or more. If a player needs to shuffle to continue revealing cards, he does not shuffle in the already revealed cards. If he goes through all of his cards without finding a card costing 3 coins or more, he just discards everything revealed and is done. If he does find a card costing 3 coins or more, he trashes it, and then may choose to gain a card costing at most 2 coins less than the trashed card. For example, if he trashed a card costing 5 coins, he may gain a card costing up to 3 coins. The gained card must be from the Supply and is put into his discard pile, as are his revealed cards. Costs of cards are affected by Bridge.", - "name": "Saboteur", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "+3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.", - "extra": " Each other player chooses which option to suffer and then suffers it. A player can choose to gain a Curse even when there are no Curses left, in which case he doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in hand or one card in hand (if he has one card, he discards that single card). Gained Curses go to the players' hands rather than their discard piles. If there aren't enough Curses left for everybody, deal them around in turn order starting with the player to your left. When the order matters (such as with very few Curses left), each player makes his decision of which fate to suffer in turn order.", - "name": "Torturer", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.", - "extra": " If you have 2 or more cards, you must trash exactly 2 cards and gain a Silver card. The gained Silver card goes into your hand and can be spent the same turn. If the Silver pile is empty, you do not gain a Silver card (but still trash cards if possible). If you only have one card left in your hand and you play Trading Post, you trash the one remaining card but you do not gain a Silver. If you have no cards left when you play this, nothing happens.", - "name": "Trading Post", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.", - "extra": " If the player after you has fewer than 2 cards left in his deck, he reveals all the cards in his deck, shuffles his discard pile (which does not include currently revealed cards), and then reveals the remainder needed. The player then discards the revealed cards. If the player after you does not have enough cards to reveal 2, he reveals what he can. You get bonuses for the types of cards revealed, counting only the different cards. A card with 2 types gives you both bonuses. So if the player to your left reveals Copper and Harem, you get +4 Coins and +2 cards; if he reveals 2 Silvers, you just get +2 coins. Curse produces no bonus.", - "name": "Tribute", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "5", - "description": "+1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.", - "extra": " Draw a card first. Then, you must trash a card from your hand and gain a card costing exactly 1 coin more than the trashed card. The gained card has to be a card in the Supply, and it goes into your discard pile. If there are no cards available for that cost, you do not get one (you still trashed a card though). If you do not have a card in your hand to trash, you neither trash nor gain a card. Card costs are affected by Bridge. Since Bridge affects the costs of the card you trash and then card you gain, in most cases the Bridge will have no net effect. But since cards cannot go below zero in cost, a Bridge played before an Upgrade would allow you to trash a Copper and gain an Estate.", - "name": "Upgrade", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "intrigue", - "cost": "6", - "description": "Worth 2 Coins, 2 ", - "extra": " This is both a Treasure card and a Victory card. You can play it for 2 coins, just like a Silver card. At the end of the game, it's worth 2 VP. During set-up, place 12 Harems in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", - "name": "Harem", - "potcost": 0, - "types": [ - "Treasure", - "Victory" - ] - }, - { - "cardset": "intrigue", - "cost": "6", - "description": "2 \nChoose one: +3 Cards, or +2 Actions.", - "extra": " This is both an Action card and a Victory card. When you play it, you choose either to draw 3 cards or to get 2 more Actions to use; you cannot mix and match. At the end of the game, this is worth 2 VP. During set-up, place 12 Nobles in the Supply for a 3- or 4- [or 5- or 6-] player game and 8 in the Supply for a 2-player game.", - "name": "Nobles", - "potcost": 0, - "types": [ - "Action", - "Victory" - ] - }, - { - "cardset": "seaside", - "cost": "2", - "description": "+2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.", - "extra": " You can pick any pile in the supply. If multiple Embargo cards are used to put Embargo tokens on the same pile, a player gains a Curse card for every Embargo token when they buy a card from that pile. You do not gain a Curse card if you gain a card from an Embargoed pile without buying it (for example, if you gain a card with Smugglers). If you Throne Room an Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile. If you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles. If there are no Curses left, Embargo tokens do nothing.", - "name": "Embargo", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "2", - "description": "+1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.", - "extra": " First draw a card; then choose a card from your hand and set it aside, face down. Put the set aside card on the Haven, to remind you what it's for. Other players don't get to see what you put down. You have to set aside a card; it's not optional. Haven and the card stay there until the start of your next turn, at which point you put the set aside card into your hand. Haven itself is discarded during the Clean-up phase of that subsequent turn.", - "name": "Haven", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "2", - "description": "+1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.", - "extra": " You get an action and a coin this turn, but only a coin next turn. Attack cards played by other players don't affect you, even if you want them to. You could reveal Secret Chamber in order to draw 2 cards and put 2 cards from your hand back on top of your deck when an Attack card is played, and you will still not suffer from the Attack card. You do still gain the benefits (like +Cards) of Attack cards you play on your turn. Lighthouse is discarded during the Cleanup phase of your next turn.", - "name": "Lighthouse", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "2", - "description": "+2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.", - "extra": " When you first gain one of these, take a Native Village player mat to put cards from this on. When you play Native Village, either take all of the set aside cards from your Native Village player mat and put them into your hand, or set aside the top card of your deck face down (shuffling first if needed) on the Native Village player mat. You may choose either option even if you have no cards on your mat or no cards in your deck. You may look at the cards on your Native Village player mat at any time. At the end of the game, any cards still on your mat return to your deck for scoring. Native Village itself does not get set aside; it goes to your discard pile during the Clean-up phase.", - "name": "Native Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "2", - "description": "+1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top.", - "extra": " Draw a card before you look at the bottom card of your deck. If placing the card on top of your deck, be sure not to look at the next card on the bottom of your deck while moving the card. If you have no cards left when it's time to look at the bottom, you shuffle first.", - "name": "Pearl Diver", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "3", - "description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.", - "extra": " First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. You may choose not to put any of them back in the Supply. Then the other players each gain a copy of it from the Supply. If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player. If you have no other cards in hand when you play this, it does nothing.", - "name": "Ambassador", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "seaside", - "cost": "3", - "description": "+2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin.", - "extra": " You get a coin to spend and 2 more Actions to use this turn. At the start of your next turn you get a coin and only one more Action. This means you will be able to play 2 Actions total on your next turn (counting your normal Action). Leave this in front of you until the Clean-up phase of your next turn.", - "name": "Fishing Village", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "3", - "description": "+1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.", - "extra": " If you do not have 3 cards to look at from the top of your deck, look at as many as you can and then shuffle your discard pile to look at the remaining cards. You should look at all 3 cards before deciding which to trash, which card to discard, and which card to put back on top of your deck. If the 3 cards you look at are the last 3 cards in your deck, the card you put back on top of your deck will be the only card left in your deck. If you have less than 3 cards to look at, even after shuffling, then you must follow the instructions on the card in order. If you only have one card to look at, you must trash it. If you have 2 cards to look at, you must trash one and discard one.", - "name": "Lookout", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "3", - "description": "Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.", - "extra": " This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row. If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing. If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of. Gained cards must come from the supply. They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers. If the previous player gained a card via Black Market, you will not be able to gain a copy of it (no copies of it in the supply.) This is not an Attack; Lighthouse and Moat can't stop it. You cannot gain cards with Potion in the cost with Smugglers.", - "name": "Smugglers", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "3", - "description": "+3 Card, +1 Action, Discard 3 cards.", - "extra": " If you do not have 3 cards to draw in your deck, draw as many as you can, shuffle your discard pile, and draw the remaining cards. If you are still not able to draw 3 cards, draw as many as you can. You will still need to discard 3 cards if you can, even if you couldn't draw 3. You may discard any combination of cards that you just drew with the Warehouse or cards that were previously in your hand.", - "name": "Warehouse", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "+1 Card, +1 Action\nAt the start of your next turn, +1 Card.", - "extra": " Draw a card at the start of your next turn (not before); Caravan itself is discarded during the Cleanup phase of that subsequent turn.", - "name": "Caravan", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "+2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper).", - "extra": " Other players must discard one and only one Copper. If they do not have a Copper, they must reveal their hand for all players to see.", - "name": "Cutpurse", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "Set aside this and another card from your hand. Return them to your deck at the end of the game. 2 VP", - "extra": " When you first take this card, take an Island player mat. Island is both an Action card and a Victory card. Use 8 Islands in a 2 player game, 12 Islands in a 3+ player game. Island and the card set aside with it are set aside face up on the Island player mat provided. They should not be shuffled back into your deck when you shuffle your discard pile. They are returned to your deck at the end of the game in order to calculate total victory points. Island is worth 2 VP. If you have no other cards in hand when you play Island, just set Island aside by itself. If you Throne Room an Island, set aside the Island and a card from your hand, then set aside another card from your hand. You may look through the cards on your Island playing mat and other players may ask to see them as well.", - "name": "Island", - "potcost": 0, - "types": [ - "Action", - "Victory" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "+2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.", - "extra": " You discard all 5 cards or none of them. If you don't discard them, put them back in any order. If there aren't 5 cards left in your deck, look at as many as you can, then shuffle your discard pile (not including the cards you are currently looking at), and look at the rest. If there still aren't 5, you just look at however many are left, and put them back or discard them.", - "name": "Navigator", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.", - "extra": " When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. As long as you trashed at least one Treasure card in this way, place a Coin token on your Pirate Ship player mat. You can't get more than one Coin token each time you play Pirate Ship, no matter how many treasures it trashes. If you choose not to try to trash treasures from the other players, the Pirate Ship is worth one coin for each Coin token on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action- Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value. [You make your choice on how to use Pirate Ship after other players are done revealing Reactions.]", - "name": "Pirate Ship", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "+1 Buy, Trash a card from your hand. +Coins equal to its cost.", - "extra": " If you have at least one card in your hand, then you must trash one. If you don't have a card in hand left to trash, you get no coins, but still get the +1 Buy.", - "name": "Salvager", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.", - "extra": " A player with no cards left in his deck shuffles first in order to get a card to discard. If he still has no cards, he doesn't discard one. A player discarding his last card to this has the gained Curse become the only card in his deck. If there aren't enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who played Sea Hag.", - "name": "Sea Hag", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "seaside", - "cost": "4", - "description": "Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.", - "extra": " You can play this without another Treasure Map in your hand; if you do, you trash this and gain nothing. You have to actually trash two copies of Treasure Map to gain the Golds; so for example if you Throne Room a Treasure Map, with two more Treasure Maps in hand, then the first time Treasure Map resolves you trash it and another one and gain 4 Golds, and the second time it resolves you trash your other Treasure Map but gain nothing (since you didn't actually trash the played Treasure Map that time). If there aren't enough Gold cards left, just gain what you can. The gained Golds go on top of your Deck. If your deck was empty they become the only cards in it.", - "name": "Treasure Map", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "+1 Card, +2 Actions, +1 Coin.", - "extra": " You draw a card, get 2 more Actions to use, and get 1 more coin to spend this turn.", - "name": "Bazaar", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.", - "extra": " You don't have to reveal a Province if you have one. If you do reveal one you gain a Gold, otherwise you gain a Silver. The gained card comes from the supply and is put into your hard; it can be spent the same turn.", - "name": "Explorer", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "+2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.", - "extra": " The other players choose which cards they put on their decks and in what order. This has no effect on another player who already has only 3 cards in hand. A player with no cards left in their deck does not shuffle; the cards put back become the only cards in their deck.", - "name": "Ghost Ship", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "Now and at the start of your next turn: +2 Coins.", - "extra": " You get 2 coins to spend this turn, and 2 more on your next turn. Leave this in front of you until the Clean-up phase of your next turn.", - "name": "Merchant Ship", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.", - "extra": " The extra turn is completely normal except that your starting hand for it is only 3 cards. This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost. Leave Outpost in front of you until the end of the extra turn. If you play Outpost as well as a \"Now and at the start of your next turn\" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then. If you manage to play Outpost twice in one turn, you will still only get one extra turn. If you play Outpost during an extra turn, it won't give you another turn.", - "name": "Outpost", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.", - "extra": " You wait until the start of your next turn to draw the 5 extra cards; you don't draw them at the end of the turn you played Tactician. Tactician stays out in front of you until the Clean-up phase of your next turn. Because you must discard at least one card in order to gain the bonuses from tactician, it is not possible to Throne Room a Tactician to get +10 cards, +2 Buys, and +2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing or the extra Buy or the extra Action when you play Tactician for the second time.", - "name": "Tactician", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "+1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.", - "extra": " If you buy multiple cards and at least one of them is a Victory card, then none of your Treasuries can be put on top of your deck. If you played multiple Treasuries and did not buy a Victory card this turn, then you can put any or all of the played Treasuries on top of your deck. If you forget and discard a Treasury to your discard pile, then essentially you have chosen not to use the optional ability. You may not dig through your discard pile to retrieve it later. Gaining a Victory card without buying it, such as with Smugglers, does not stop you from putting Treasury on top of your deck.", - "name": "Treasury", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "seaside", - "cost": "5", - "description": "Now and at the start of your next turn: +2 Cards, +1 Buy.", - "extra": " You draw 2 cards and get an extra Buy this turn, and then draw 2 more cards and get another extra Buy at the start of your next turn. You don't draw your extra 2 cards for the next turn until that turn actually starts. Leave this in front of you until the Clean-up phase of your next turn.", - "name": "Wharf", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "alchemy", + "description": "+1 Geld", + "extra": "", "cost": "0", - "description": "Trash a card from your hand. If it is an...\nAction card, gain a Duchy\nTreasure card, gain a Transmute\nVictory card, gain a Gold", - "extra": " If you have no cards left in hand to trash, you do not get anything. If you trash a Curse to this, you do not get anything - Curse is not an Action card or Victory card or Treasure card. If you trash a card with more than one type, you get each applicable thing. For example, if you trash an Action-Victory card (such as Nobles, from Intrigue), you gain both a Duchy and a Gold. Gained cards come from the Supply and go to your discard pile. If there are no appropriate cards left to gain, you don't gain those cards.", - "name": "Transmute", - "potcost": 1, + "cardset": "Dominion", "types": [ - "Action" - ] + "Treasure" + ], + "name": "Kupfer" }, { - "cardset": "alchemy", + "potcost": 0, + "description": "+2 Geld", + "extra": "", + "cost": "3", + "cardset": "Dominion", + "types": [ + "Treasure" + ], + "name": "Silber" + }, + { + "potcost": 0, + "description": "+3 Geld", + "extra": "", + "cost": "6", + "cardset": "Dominion", + "types": [ + "Treasure" + ], + "name": "Gold" + }, + { + "potcost": 0, + "description": "-1 Punkt", + "extra": "", "cost": "0", - "description": "Worth 1 for every 3 Action cards in your deck (rounded down).", - "extra": " This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 3 Action cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 11 Action cards, Vineyard is worth 3 victory points. During set-up, put all 12 Vineyards in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Action, are Actions and so are counted by Vineyard.", - "name": "Vineyard", - "potcost": 1, - "types": [ - "Victory" - ] - }, - { - "cardset": "alchemy", - "cost": "2", - "description": "+1 Card\n+1 Action\nReveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.", - "extra": " You draw a card first. Then reveal the top four cards, put the Coppers and Potions into your hand, and put the rest back on top of your deck. If there aren't four cards left in your deck, reveal what you can and shuffle to get the rest. If there still aren't enough cards, just reveal what there is. Any cards that are not Copper and are not Potion go back on top of your deck in an order your choose. You cannot choose not to take all of the Coppers and Potions. If after revealing four cards there are no cards left in your deck, the cards you put back will become the only cards in your deck.", - "name": "Apothecary", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "2", - "description": "+1 Buy\n+1 Coin\nWhen you discard this from play, you may put one of your Treasures from play on top of your deck.", - "extra": " You get an extra coin to spend this turn, and may buy an additional card in your Buy phase. When you discard this from play (usually during Clean-up), you may choose a Treasure card you have in play, and put that card on your deck. If you have no cards in your deck, that Treasure will become the only card in your deck. You choose what order to discard cards during Clean-up; so, for example, if you have Herbalist, Potion, and Alchemist in play, you could choose to discard Alchemist first, putting it on top of your deck, then discard Herbalist, and put Potion on top of your deck. If you have multiple Herbalists in play, each one will let you put another Treasure from play onto your deck.", - "name": "Herbalist", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "2", - "description": "+1 Action\nEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.\nPut all of your revealed cards into your hand.", - "extra": " First you reveal the top card of each player's deck, and either have them discard it or have them put it back. After you finish making those decisions, reveal cards from the top of your deck until you reveal a card that isn't an Action card. If you run out of cards without revealing an Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there. Put all of the revealed Action cards into your hand, plus that first non-Action you revealed. If the very first card you revealed was not an Action, that card goes into your hand. Cards with multiple types, one of which is Action, are Actions. The only cards that go into your hand are the ones revealed as part of the revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.", - "name": "Scrying Pool", - "potcost": 1, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "alchemy", - "cost": "2", - "description": "+2 Actions\nYou may gain an Action card costing up to 5 Coins.", - "extra": " Gaining an Action card is optional. If you choose to gain one, it comes from the Supply, must cost no more than 5 coins, and goes to your discard pile. Cards with multiple types, one of which is Action, are Actions and can be gained this way. Cards with Potion in their cost can't be gained by this.", - "name": "University", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "3", - "description": "+2 Cards\n+1 Action\nWhen you discard this from play, you may put this on top of your deck if you have a Potion in play.", - "extra": " When you play this, you draw two cards and may play an additional Action card this turn. In the Clean-up Phase, when you discard this, if you have at least one Potion card in play, you may put Alchemist on top of your deck. This is optional and happens before drawing your new hand. If you have no cards in your deck when you do this, Alchemist becomes the only card in your deck. If you have multiple Alchemists and a Potion, you can put any or all of the Alchemists on top of your deck. You don't have to have used the Potion to buy anything, you only need to have played it.", - "name": "Alchemist", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "3", - "description": "+1 Card\n+1 Action\nEach other player gains a curse.", - "extra": " If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left. If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action. A player gaining a Curse puts it face-up into his Discard pile.", - "name": "Familiar", - "potcost": 1, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "alchemy", - "cost": "3", - "description": "When you play this, count your deck and discard pile.\nWorth 1 Coin per 5 cards total between them (rounded down).", - "extra": " This is a Treasure card. It is a Kingdom card; it will only be in games where it is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to be one of them. It is played during your Buy phase, like other Treasure cards. When you play it, count the number of cards in your deck and discard pile combined, divide by 5, and round down. That is how many coins this produces for you. Once played, the amount of coins you get does not change even if the number of cards changes later in the turn. The next time you play it, count again. If you play multiple copies, obviously the number will be the same for all of them. It does not matter what order your discard pile is in, but the order your deck is in matters. Do not change that order while counting! You will get to look through your discard pile as you count it. You only get to count your deck and discard pile, not your hand or cards in play or set aside cards. You cannot play more Treasures after buying something in your buy phrase; so for example you cannot buy a card, then play Philosopher's Stone, then buy another card.", - "name": "Philosopher's Stone", - "potcost": 1, - "types": [ - "Treasure" - ] - }, - { - "cardset": "alchemy", - "cost": "4", - "description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.\nDiscard the other cards, then play the Action cards in either order.", - "extra": " Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem. If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue. If you run out and have no discard pile left either, you just get the Actions you found. Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done. If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them. These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is Throne Room (from Dominion), you cannot use it on the other one.", - "name": "Golem", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "5", - "description": "+1 Action\nTrash a card from your hand.\n+1 Card per Coin it costs.\n+2 Cards if it has Potion in its cost.", - "extra": " If you do not have any cards left in hand to trash, you do not draw any cards. If you trash a card costing 0 coins, such as Curse or Copper, you do not draw any cards. Otherwise you draw a card per Coin the card you trashed cost, and another two cards if it had Potion in its cost. For example, if you trash a Golem, which costs 4 Coins and 1 Potion, you draw 6 cards.", - "name": "Apprentice", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "6", - "description": "The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.", - "extra": " You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering card interactions - the \"you\" in all cards still refers to the player being Possessed, not the player doing the Possessing. Possession has several pieces to it: -You can see the Possessed player's cards for the entire turn, which means you will see his next hand during Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at cards he has set aside with Native Village (from Seaside). You can count any cards he can count. -Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship). [Continued on blank tab]", - "name": "Possession", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "alchemy", - "cost": "6", - "description": "-During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned.\n-If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed.\n-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.\n-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally.", - "extra": " -Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player game, then after the Possession turn, that player still gets his normal turn. If he played Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to his left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost. -Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn you played it. ", - "name": "Possession 2/2", - "potcost": 1, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "3", - "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.", - "extra": " This is a Treasure worth 1 coin, like Copper. When you play it, you reveal cards from the top of your deck until revealing a Treasure card, and then you decide whether to trash that card or discard it. Then you discard all of the other revealed cards. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. Remember that you can play Treasures in any order in the Buy phase and can choose not to play some of your Treasures if you want.", - "name": "Loan", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "3", - "description": "+1 Buy\n+1 Coin per token on the Trade Route mat.\nTrash a card from your hand.\n______________________\nSetup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.", - "extra": " You get an additional Buy to use in your Buy phase. You get +1 coin per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as +1 coin per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Intrigue card Harem, and so far Harem and Duchy have been bought, but no one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes 2 coins. It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.", - "name": "Trade Route", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "3", - "description": "Draw until you have 6 cards in hand.\n______________________\nWhen you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.", - "extra": " When you play this, you draw cards one at a time until you have 6 cards in hand. If you have 6 or more cards in hand already, you do not draw any cards. When you gain a card, even on someone else's turn, you may reveal Watchtower from your hand, to either trash the gained card or put it on top of your deck. You may reveal Watchtower each time you gain a card; for example if another player plays Mountebank, you may use Watchtower to trash both the Curse and Copper, or to trash the Curse and put the Copper on top of your deck, or just to trash the Curse, and so on. You still did gain whatever card you gained; you just immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower on your own turn as well, for example when buying a card, or gaining a card via something like Expand. If you use Watchtower to put a card on your deck but have no cards left in your deck, you do not shuffle; the gained card becomes the only card in your deck. Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are gained during a Possession turn (from Alchemy), the player who played Possession is the one who can use Watchtower, not the player who is being possessed. If a gained card is going somewhere other than to your discard pile, such as a card gained with Mine (from Dominion), you can still use Watchtower to trash it or put it on your deck.", - "name": "Watchtower", - "potcost": 0, - "types": [ - "Reaction" - ] - }, - { - "cardset": "prosperity", - "cost": "4", - "description": "+1 Coin\n+1 \nTrash a card from your hand. + equal to half its cost in coins, rounded down.\nEach other player may trash a card from his hand.", - "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] Trashing a card is optional for the other players but mandatory for you. You trash a card, then each other player may trash a card, in turn order. Only the player who played Bishop can get VP tokens from it. Potion in costs is ignored, for example if you trash Golem (from Alchemy) which costs 4 coins 1 potion, you get 3 VP tokens total (counting the 1 VP you always get from Bishop). If you have no cards left in your hand to trash, you still get the 1 coin and 1 VP token.", - "name": "Bishop", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "4", - "description": "+2 Coins; +1 ", - "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.]", - "name": "Monument", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "4", - "description": "Worth 1 Coin.\n______________________\nWhile this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.", - "extra": " This is a Treasure worth 1 coin, like Copper. While it is in play, Action cards cost 2 coins less, to a minimum of 0 coins. It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost 3 coins, rather than the usual 7 coins. It affects the costs of cards that are Actions plus another type, such as Nobles (an Action - Victory card in Intrigue). It is also cumulative with other effects that modify costs; if you play Worker's Village in your Action phase, then two Quarries in your Buy phase, Peddler will cost 2 coins. It affects the costs of cards everywhere, such as cards in players' hands.", - "name": "Quarry", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "4", - "description": "Worth 1 Coin.\n______________________\nWhile this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.", - "extra": " This is a Treasure worth 1 coin, like Copper. Each time you buy a non-Victory card costing 4 coins or less with this in play, you gain another copy of the bought card. If there are no copies left, you do not gain one. The gained card comes from the Supply and goes into your discard pile. If you have multiple Talismans, you gain an additional copy for each one; if you buy multiple cards for 4 coins or less, Talisman applies to each one. For example if you have two Talismans, four Coppers, and two Buys, you could Buy Silver and Trade Route, gaining two more Silvers and two more Trade Routes. Talisman only affects buying cards; it does not work on cards gained other ways, such as with Expand. A card if a Victory card if Victory is any of its types; for example Great Hall from Intrigue is an Action - Victory card, so it is a Victory card. Talisman only cares about the cost of the card when you buy it, not its normal cost; so for example it can get you a Peddler if you have played two Actions this turn, thus lowering Peddler's cost to 4 coins, or can get you a Grand Market if you played Quarry. [You may not choose to not gain the additional card from Talisman; you must gain an additional one for each Talisman in play if possible.]", - "name": "Talisman", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "4", - "description": "+1 Card\n+2 Actions\n+1 Buy", - "extra": " You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.", - "name": "Worker's Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "+1 Card\n+2 Actions\nIf there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.", - "extra": " You draw a card and can play two more Actions no matter what. If there is just one empty pile in the Supply, you also draw another card. If there are two or more empty piles, you both draw another card, and get 1 coin to spend and an extra Buy to use in the Buy phase. There are no further bonuses if three or more piles are empty. This only checks how many piles are empty when you play it; if piles become empty later in the turn, you do not go back and get the bonuses. If a pile stops being empty due to cards being returned to it, such as with the Seaside card Ambassador, Cities played after that will not count that pile as empty. An empty trash pile does not count for this.", - "name": "City", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "Worth 3 Coins.\n+1 Buy\nWhen you play this, the player to your left names a card. You can't buy that card this turn.", - "extra": " This is a Treasure worth 3 coins, like Gold. When you play it, you get +1 Buy, the player to your left names a card, and you cannot buy the named card this turn. This does not stop you from gaining the card in ways other than buying it (such as via Hoard). He does not have to name a card in the Supply. If you play multiple Contrabands in one turn, the player to your left names a card each time; if he names different cards, you cannot buy any of the named cards this turn. You can play Treasures in any order, and you resolve this ability right when you play it, before playing any further Treasure cards. Note that once you buy a card in the Buy phase, you cannot play more Treasures. The number of cards left in a player's hand is public information; you can ask whenever you want to know it (for example, when that player plays Contraband).", - "name": "Contraband", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.", - "extra": " This card lets you look through your discard pile, something you normally are not allowed to do. You only get to look through your discard pile when you play this. You do not have to show the other players your entire discard pile, just the Coppers you take out. After you take out the Coppers, you can leave the cards in your discard pile in any order.", - "name": "Counting House", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "You may reveal a Treasure card from your hand. Gain a copy of it.\n______________________\nWhen you buy this, trash all Treasures you have in play.", - "extra": " When you buy this, you trash all of your Treasure cards in play. You do not trash Treasure cards in your hand or elsewhere; just the ones in play, if any. If you buy multiple cards in a turn, trash your Treasures right when you buy Mint; you still have any leftover coins they produced for spending on something else. Remember you do not have to play all of the Treasures from your hand each turn (just all the ones you want producing money for you). You do not get additional chances to play Treasure cards between buys in the Buy phase; first you play Treasures, then you buy cards. When you play Mint, you reveal a Treasure card from your hand and gain a copy of it from the Supply. The gained card goes into your discard pile. The revealed card stays in your hand. The Treasure card can also have other types, like Harem (from Intrigue). If you buy a Mint and use Watchtower to put it on top of your deck or trash it, you still trash all of your Treasures from play. However, if you buy a Mint with Royal Seal in play, the Royal Seal will be gone before you can use it to put Mint on your deck.", - "name": "Mint", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "+2 Coins\nEach other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.", - "extra": " This hits the other players in turn order when that matters (such as when the Curse or Copper pile is low). Each of the other players in turn chooses whether or not to discard a Curse card from his hand, and if he does not, gains a Curse and a Copper from the Supply, putting them into his discard pile. If either the Curse or Copper pile is empty, he still gains the other one. If both are empty, he does not gain either, but can still discard Curse if he wants to. A player using Moat (from Dominion) on this may not discard a Curse, and doesn't gain a Curse or Copper - you cannot Moat just part of the attack. A player using Watchtower on this can use it just to trash the Curse, just to trash the Copper, or to trash both.", - "name": "Mountebank", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "+3 Cards\nEach other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.", - "extra": " The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards. They discard revealed Treasures and Actions and put the rest back on top in whatever order they want. Cards with more than one type match all of their types; for example if a player reveals Nobles from Intrigue, it is an Action - Victory card, which means it is an Action, so he discards it.", - "name": "Rabble", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you gain a card, you may put that card on top of your deck.", - "extra": " This is a Treasure worth 2 coins, like Silver. 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. If you use this ability and there are no cards left in your deck, you do not shuffle; the card you gained becomes the only card in your deck. Royal Seal applies to all cards you gain while it is in play, whether bought or gained other ways. If you play the Alchemy card Possession, and during the extra turn you have the possessed played play Royal Seal, he cannot put the card on his deck - he is not gaining the card, you are.", - "name": "Royal Seal", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "+2 Cards\nDiscard any number of cards. +1 Coin per card discarded.\nEach other player may discard 2 cards. If he does, he draws a card.", - "extra": " \"Any number\" includes zero. You draw cards first; you can discard the cards you just drew. Each other player chooses whether or not to discard 2 cards, then discards 2 cards if he chose to, then draws a card if he did discard 2 cards. If one of the other players has just one card, he can choose to discard it, but will not draw a card. Another player who discards but then has no cards left to draw shuffles in the discards before drawing.", - "name": "Vault", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "5", - "description": "Worth 1 Coin.\nWhen you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.", - "extra": " This is a Treasure card worth 1 coin, like Copper. When you play it, you reveal cards from your deck until revealing a Treasure card. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. If you do find a Treasure, discard the other cards and play the Treasure. If that Treasure does something when played, do that something. For example if Venture finds you another Venture, you reveal cards again. Remember that you choose what order to play Treasure cards; for example if you have both Venture and Loan in hand, you can play either one first.", - "name": "Venture", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "6", - "description": "+1 Buy\n+2 Coins\nEach other player discards down to 3 cards in hand.\n______________________\nWhile this is in play, when you buy a card, +1 .", - "extra": " [When a player takes VP tokens, he takes a player mat to put them on. VP tokens are not private and anyone can count them. VP tokens come in 1 VP and 5 VP denominations and players can make change as needed. Tokens are unlimited and if they run out, use something else to track any further tokens. At the end of the game, players add the total value of their VP tokens to their score.] You get 1 VP token for each card you buy, but do not get a VP token for gaining a card some other way. Multiple copies of Goons are cumulative; if you have two Goons in play and buy a Silver, you get 2 VP tokens. However if you King's Court a Goons, despite having played the card 3 times, there is still only one copy of it in play, so buying Silver would only get you 1 VP token.", - "name": "Goons", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "prosperity", - "cost": "6", - "description": "+1 Card\n+1 Action\n+1 Buy\n+2 Coins\n______________________\nYou can't buy this if you have any Copper in play.", - "extra": " You do not have to play all of the Treasures in your hand in your Buy phase. Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. Coppers that were in play earlier in the turn but are not anymore also don't stop you; if you have 11 Coppers in play and 2 Buys, you could buy a Mint, trash all of your played Treasures, and then buy a Grand Market. You can gain Grand Market other ways - for example with Expand - whether or not you have Coppers in play. Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth 1 coin (such as Loan).", - "name": "Grand Market", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "6", - "description": "Worth 2 Coins.\n______________________\nWhile this is in play, when you buy a Victory card, gain a Gold.", - "extra": " This is a Treasure worth 2 coins, like Silver. When you buy a Victory card with this in play, you gain a Gold card from the Supply, putting it into your discard pile. If there are no Golds left, you do not get one. If you have multiple Hoards in play, you will gain multiple Golds from buying a single one. So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two Estates and gain four Golds. Victory cards include cards that are other types as well, such as Nobles and Harem in Intrigue. You gain a Gold even if you use Watchtower to immediately trash the Victory card you gained. Victory cards gained other than by buying them do not get you Gold.", - "name": "Hoard", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "7", - "description": "Worth ? Coins.\nWhen you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).", - "extra": " This is a Treasure worth a variable amount. When you play Bank, it is worth 1 coin per Treasure you have in play, counting itself. Remember, you choose what order to play Treasure cards. If you play Bank with no other Treasures in play, it is worth 1 coin. If you play two copies of Bank in a row, the one you play second will be worth 1 coin more than the first one. Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.", - "name": "Bank", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "prosperity", - "cost": "7", - "description": "Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.", - "extra": " This is not in your hand after you play it, so you cannot trash it as the card trashed. The card you gain can cost up to 3 coins more than the trashed card, but it can also cost any smaller amount, even less than the cost of the trashed card. You can trash a card and gain a copy of the same card. If you have no card in hand to trash, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile.", - "name": "Expand", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "7", - "description": "Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.", - "extra": " \"Any number\" includes zero. If you trash no cards, you have to gain a card costing 0 coins if you can. This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. If there is no card at the required cost, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile. Potion symbols (on cards from Alchemy) are not added, and the card you gain cannot have a potion symbol in its cost.", - "name": "Forge", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "7", - "description": "You may choose an Action card in your hand. Play it three times.", - "extra": " This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice. You pick another Action card in your hand, play it, play it again, and play it a third time. This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it. You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as King's Court itself does). If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times. If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards.", - "name": "King's Court", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "prosperity", - "cost": "8*", - "description": "+1 Card; +1 Action; +2 Coin\n______________________\nDuring your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.", - "extra": " Most of the time, this costs 8 coins. During Buy phases, this costs 2 coins less per Action card you have in play. This cost applies to all Peddler cards, including ones in hands and decks. It never costs less than 0 coins. If you play King's Court on Worker's Village, for example, that is just two Action cards you have in play, even though you played the Worker's Village three times. Buying cards using the promotional card Black Market is something that does not happen during a Buy phase, so Peddler still costs 8 coins then.", - "name": "Peddler", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "promo", - "cost": "3", - "description": "+2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.\n(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.).", - "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", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "promo", - "cost": "4", - "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.", - "name": "Envoy", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "promo", - "cost": "5", - "description": "Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.", - "extra": " Stash is a Treasure that produces 2 coins when played, like Silver. Whenever you shuffle your deck, you can choose where in your deck each copy of Stash that you have goes. You can't look at the fronts of the other cards in your deck to see where to put it; Stash itself has a different card back, so that's how you'll know where it is. If you have multiple copies of Stash, you can clump them together or spread them out or whatever you want. Since Stash has a different card back, you will also know if it's in a player's hand, or set aside for someone's Haven (from Seaside), and so on. ", - "name": "Stash", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "promo", - "cost": "4", - "description": "+1 Card\n+2 Actions\nAt the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.", - "extra": " When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Dominion: Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Dominion: Seaside).", - "name": "Walled Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "promo", - "cost": "5", - "description": "+1 Action\nChoose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.", - "extra": " You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).", - "name": "Governor", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "promo", - "cost": "8", - "description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).", - "extra": " Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn. ", - "name": "Prince", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "base", - "cost": "0", - "description": "Worth 1 Coin.", - "extra": " 60 cards per game.", - "name": "Copper", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "base", - "cost": "3", - "description": "Worth 2 Coins.", - "extra": " 40 cards per game.", - "name": "Silver", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "base", - "cost": "6", - "description": "Worth 3 Coins.", - "extra": " 30 cards per game.", - "name": "Gold", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "base", - "cost": "9", - "description": "Worth 5 Coins.", - "extra": " This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", - "name": "Platinum", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "base", - "cost": "4", - "description": "Worth 1 Potion.", - "extra": " This is a basic Treasure card. It costs 4 Coins and produces Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, if any of them have Potion in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion in the cost. If you don't have any cards with Potion in the cost in the Supply or the Black Market deck, do not use the Potion pile in this game. When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition.", - "name": "Potion", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "base", - "cost": "0", - "description": "-1 ", - "extra": " Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.", - "name": "Curse", - "potcost": 0, + "cardset": "Dominion", "types": [ "Curse" - ] + ], + "name": "Fluch" }, { - "cardset": "base", - "cost": "2", - "description": "1 ", - "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", - "name": "Estate", "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "base", - "cost": "5", - "description": "3 ", - "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.", - "name": "Duchy", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "base", - "cost": "8", - "description": "6 ", - "extra": " Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.", - "name": "Province", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "base", - "cost": "11", - "description": "10 ", - "extra": " This is not a Kingdom card. You do not use it every game. It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]", - "name": "Colony", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "base", - "cost": "0", - "description": "Pile of trash.", + "description": "1 Punkt", "extra": "", - "name": "Trash", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "0*", - "description": "+1 Action\nGain a Gold, putting it on top of your deck.\n(This is not in the Supply.)", - "extra": " The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules. ", - "name": "Bag of Gold", - "potcost": 0, - "types": [ - "Action", - "Prize" - ] - }, - { - "cardset": "cornucopia", - "cost": "0*", - "description": "Worth 2 Coins.\nWhen you play this, +1 Coins per unused Action you have (Action, not Action card).\n(This is not in the Supply.)", - "extra": " This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules. ", - "name": "Diadem", - "potcost": 0, - "types": [ - "Treasure", - "Prize" - ] - }, - { - "cardset": "cornucopia", - "cost": "0*", - "description": "+2 Cards\nGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\n(This is not in the Supply.)", - "extra": " Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules. ", - "name": "Followers", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Prize" - ] - }, - { - "cardset": "cornucopia", - "cost": "0*", - "description": "+1 Buy\nWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.\n(This is not in the Supply.)", - "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules. ", - "name": "Princess", - "potcost": 0, - "types": [ - "Action", - "Prize" - ] - }, - { - "cardset": "cornucopia", - "cost": "0*", - "description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.\n(This is not in the Supply.)", - "extra": " First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules. ", - "name": "Trusty Steed", - "potcost": 0, - "types": [ - "Action", - "Prize" - ] - }, - { - "cardset": "cornucopia", "cost": "2", - "description": "+1 Card\n+1 Action\nYou may discard a card; If you do +1 Action.\nYou may discard a card; If you do +1 Buy", - "extra": " First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys. ", - "name": "Hamlet", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "3", - "description": "+2 Coin\nEach other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.", - "extra": " Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type. ", - "name": "Fortune Teller", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "cornucopia", - "cost": "3", - "description": "+1 Action\nReveal your hand.\nIf there are no duplicate cards in it, +3 Cards.\nOtherwise, +1 Card.", - "extra": " If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards. ", - "name": "Menagerie", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "4", - "description": "+2 Actions\nReveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.", - "extra": " Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type. ", - "name": "Farming Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "4", - "description": "+1 Buy\n+3 Coin\nDiscard 2 Cards\nWhen another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.", - "extra": " When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards. ", - "name": "Horse Traders", - "potcost": 0, - "types": [ - "Action", - "Reaction" - ] - }, - { - "cardset": "cornucopia", - "cost": "4", - "description": "Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.", - "extra": " Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing. ", - "name": "Remake", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "4", - "description": "+1 Action\nEach player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.\nPrizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed", - "extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ", - "name": "Tournament", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "4", - "description": "+2 Cards\nDiscard 2 cards. Each other player may reveal a Bane card from his hand.\nIf he doesn’t, he gains a Curse.\nSetup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.", - "extra": " This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse. ", - "name": "Young Witch", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "cornucopia", - "cost": "5", - "description": "Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.", - "extra": " Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed Copper, Silver, Copper, Estate, that would be +3 coins . ", - "name": "Harvest", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "5", - "description": "Worth 0 Coins\nWhen you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it’s a Victory card, trash this.", - "extra": " This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one). ", - "name": "Horn of Plenty", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "cornucopia", - "cost": "5", - "description": "+1 Card\n+1 Action\nReveal your hand. Reveal cards from your deck until you reveal a card that isn’t in a duplicate of one in your hand and discard the rest.", - "extra": " First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck. ", - "name": "Hunting Party", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "cornucopia", - "cost": "5", - "description": "+2 Coins\nEach other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.", - "extra": " Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card. ", - "name": "Jester", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "cornucopia", - "cost": "6", - "description": "Worth 2 for every 5 differently named cards in your deck (rounded down)", - "extra": " At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players. ", - "name": "Fairgrounds", - "potcost": 0, + "cardset": "Dominion", "types": [ "Victory" - ] + ], + "name": "Anwesen" }, { - "cardset": "cornucopia extras", - "cost": "0*", - "description": "Prizes are never in the supply. They can only be obtained via Tournament.\nBag of Gold: +1 Action; Gain a Gold, putting it on top of your deck.\nDiadem: +2 Coins; When you play this, +1 Coins per unused Action you have.\nFollowers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.\nPrincess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less than 0 Coins.\nTrusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.", - "extra": " Prizes are never in the supply. They can only be obtained via Tournament. When Tournament is one of the Kingdom cards, set out the pile of five Prizes at the start of the game. ", - "name": "Prizes", - "potcost": 0, - "types": [ - "Prize" - ] - }, - { - "cardset": "hinterlands", - "cost": "2", - "description": "Reveal your hand.\n+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.", - "extra": " First reveal your hand, and draw a card for each Victory card you revealed, if any. The revealed cards all stay in your hand. Cards with two types, one of which is Victory, are Victory cards. Then, if this is the first time you played a Crossroads this turn, you get +3 Actions. Subsequent Crossroads this turn will give you cards but not Actions. Using a card that lets you play a card several times (like Throne Room from Dominion) on Crossroads, you will play Crossroads multiple times, getting +3 Actions the first time but not the others. ", - "name": "Crossroads", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "2", - "description": "+2 Coins\nEach player (including you) looks at the top card of his deck, and discards it or puts it back.\n______________________\nIn games using this, when you gain a Duchy, you may gain a Duchess.", - "extra": " When you play this, you get +2 coins, and each player, including you, looks at the top card of his own deck and either discards it or puts it back on top, his choice. Any player with no cards in his deck shuffles his discard pile first; any player who still has no cards to look at does not look at one. When a player gains a Duchy in a game with Duchess in the Supply, that player may also gain a Duchess from the Supply. This works whether the player gained a Duchy due to buying one, or gained a Duchy some other way. Duchess does not interact in any special way with the promotional card Black Market. ", - "name": "Duchess", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "2", - "description": "If this is the first time you played a Fool's Gold this turn, this is worth 1 coin, otherwise it's worth 4 coins.\n______________________\nWhen another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.", - "extra": " This is both a Treasure and a Reaction. It can be played in your Buy phase like other Treasures. When you play it, it is worth 1 coin if this is the first time you played a Fool's Gold this turn, and otherwise it is worth 4 coins. So if your lay three Fool's Golds in the same turn, the first is worth 1 coin, the second is worth 4 coins, and the third is worth 4 coins. Fool's Gold is also a Reaction. When another player gains a Province, you may trash Fool's Gold from your hand; if you do, you gain a Gold from the Supply, putting it on top of your deck rather than into your discard pile. If there are no cards in your deck, the Gold becomes the only card in your deck. If there are no Gold cards left in the Supply, you do not gain one, but can still trash Fool's Gold. This Reaction is only usable when another player gains a Province, not you. It is usable whether a Province was gained due to being bought, or gained some other way. ", - "name": "Fool's Gold", - "potcost": 0, - "types": [ - "Treasure", - "Reaction" - ] - }, - { - "cardset": "hinterlands", - "cost": "3", - "description": "Trash a card from your hand. Gain a card costing exactly 1 coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck.", - "extra": " First trash a card from your hand, if you have any cards in hand. Develop itself is no longer in your hand and so cannot trash itself (though it can trash other copies of Develop). If you trashed a card, gain two cards, one costing exactly 1 coin more than the trashed card, and one costing exactly 1 coin less than the trashed card. The gained cards come from the Supply; gain them in either order. If there is no card in the Supply at one of the costs, you still gain the other card if you can. Put the gained cards on top of your deck rather than into your discard pile. If you trash a Copper with Develop, which costs 0 coins, you will try and fail to gain a card costing -1 coins (and also try to gain a card costing 1 coin). ", - "name": "Develop", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "3", - "description": "+1 Card\n+1 Action\n+1 Coins\nDiscard a card.", - "extra": " You draw before discarding. You can discard the card you drew. If you are unable to draw a card (due to having no cards in your deck, and none in your discard pile to shuffle), you still discard a card if able. ", - "name": "Oasis", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "3", - "description": "Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.\n+2 Cards", - "extra": " First, each player including you, reveals the top two cards of his deck, and either discards both of them or puts both of them back on top, your choice. A player putting the cards back puts them back in an order he chooses, and without needing to reveal that order. Then, you draw two cards. So if you put back the cards you revealed, you will draw them. ", - "name": "Oracle", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "hinterlands", - "cost": "3", - "description": "+1 Card\n+1 Action\nAt the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.", - "extra": " When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn, at the start of Clean- up. At that time, you may optionally choose an Action card you have in play. If you discard that Action card from play this turn, as you normally do, you will put it on top of your deck. This happens before you draw cards for next turn. The Action card you choose can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme. If the Action card is not discarded during Clean- up, for example due to being a Duration card from Dominion: Seaside that was played this turn, then it does not get put on top of your deck. ", - "name": "Scheme", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "3", - "description": "2 \n______________________\nWhen you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.", - "extra": " This is both a Victory card and a Reaction. At the end of the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability functions when you discard it. You cannot simply choose to discard it; something has to let you or make you discard it. This ability functions whether you discard Tunnel on your own turn (such as due to Oasis) or on someone else's (such as due to Margrave). It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck, or when set aside (such as due to Cartographer). If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold. Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold. This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with Border Village), when your deck is put into your discard pile, such as with Chancellor from Dominion, or with Possession from Dominion: Alchemy, when trashed cards are returned to you at end of turn. It also does not function during Clean-up, when you normally discard all of your played and unplayed cards. The key thing to look for is a card actually telling you to \"discard\" cards. The Gold you gain comes from the Supply and is put into your discard pile; if there is no Gold left in the Supply, you do not gain one. ", - "name": "Tunnel", - "potcost": 0, - "types": [ - "Victory", - "Reaction" - ] - }, - { - "cardset": "hinterlands", - "cost": "4", - "description": "Gain a Silver.\nLook at the top card of your deck; discard it or put it back.\nDraw until you have 5 cards in hand.\nYou may trash a card from your hand that is not a Treasure.", - "extra": " This card does four separate things, in the order listed; you do all of them (the last one is optional). First, gain a Silver from the Supply, putting it into your discard pile. If there are no Silvers left in the Supply, you do not gain one. Second, look at the top card of your deck, and either discard it or put it back on top. If there are no cards left in your deck, shuffle your discard pile to get a card to look at (this will shuffle in the Silver you just gained). If there are still no cards, you do not look at one. Third, draw cards until you have at least five cards in hand. If you already have five or more cards in hand, you do not draw any cards. If there are not enough cards left to draw between your deck and discard pile, just draw what you can. Fourth, you may trash a card from your hand that is not a Treasure card. Cards with two types, one of which is Treasure, are Treasures. ", - "name": "Jack of all Trades", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "4", - "description": "+1 Coin\nWhen you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards.", - "extra": " When you play this, you get +1 coin. When you play this and also when you buy it, each other player reveals the top two cards of his deck, trashes a Silver or Gold he revealed that you choose, and discards the rest. Each of these players that did not reveal a Treasure at all gains a Copper from the Supply, putting it into his discard pile. Finally, you gain all of the Silvers and Golds trashed this way. This cannot trash any Treasures except Silver or Gold. Gaining a Noble Brigand without buying it does not cause this ability to happen. Noble Brigand is an Attack card, and when you play it, players can use cards like Moat from Dominion or Secret Chamber from Intrigue in response. However, buying a Noble Brigand is not \"playing an Attack card,\" and so cads like Moat cannot respond to that. ", - "name": "Noble Brigand", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "hinterlands", - "cost": "4", - "description": "+1 Buy\n+2 Coins\n______________________\nWhen you gain this, put it on top of your deck.", - "extra": " When you gain this card, it goes on top of your deck rather than into your discard pile. This is true whether you gained it due to buying it or gained it some other way. If there were no cards in your deck, it becomes the only card in your deck. ", - "name": "Nomad Camp", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "4", - "description": "Worth 1 for every 4 Victory cards in your deck (round down).", - "extra": " This is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point for every four Victory cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Silk Roads count themselves. Round down; if you have 11 Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12 Silk Roads in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Victory, are Victory cards and so are counted by Silk Road. ", - "name": "Silk Road", "potcost": 0, + "description": "3 Punkte", + "extra": "", + "cost": "5", + "cardset": "Dominion", "types": [ "Victory" - ] + ], + "name": "Herzogtum" }, { - "cardset": "hinterlands", - "cost": "4", - "description": "You may trash a Treasure from your hand. If you do, choose one:\n+2 Cards and +1 Action;\nor +2 Coins and +1 Buy.", - "extra": " You may trash a Treasure card from your hand. This is optional. If you did trash a Treasure card, you choose either to get +2 Cards and +1 Action, or +2 coins and +1 Buy. ", - "name": "Spice Merchant", "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "4", - "description": "Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.\n______________________\nWhen you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.", - "extra": " When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in coins. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, just gain all of the Silvers that you can. You only gain Silvers if you trashed a card. If you trash a card costing 0 coins, such as Copper, you will gain zero Silvers. You can trash Silver if you want; you will gain three Silvers for it normally. If costs are different, such as due to playing Highway, then Trader will give you a different number of Silvers, based on the current costs. For example ifyou play Highway and then Trader, trashing an Estate you will only gain one Silver. If you trash a card with Potion in its cost from Dominion: Alchemy, you do not get anything for the Potion, just for the coins that the card cost. Trader is also a Reaction. When you gain a card, whether due to buying it or due to gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply. If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it. For example if you buy Ill-Gotten Gains but use Trader to gain Silver instead, no-one will gain a Curse. However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. For example you can buy Farmland, trash a card from your hand and gain one costing 2 more, then use Trader to gain Silver rather than Farmland. If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card; you gain nothing instead of the card you would have gained. ", - "name": "Trader", - "potcost": 0, - "types": [ - "Action", - "Reaction" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "Worth 3 coins\n______________________\nWhen you gain this, gain two Coppers.", - "extra": " This is a treasure worth 3 coins, like Gold. When you gain it, you also gain two Coppers from the Supply. if there are not two Coppers left, just gain as many as you can. You only gain Coppers when you gain Cache, not when you play it. You gain Coppers whether you gained Cache due to buying it, or gained it some other way. ", - "name": "Cache", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+1 Card\n+1 Action\nLook at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.", - "extra": " You draw a card first, then look at the top 4 cards of your deck. If there are fewer than 4 cards left in your deck, look at the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to look at. If there are still not enough cards, just look at as many as you can. Discard any number of the cards you looked at - none, all four, or something in-between - and put the rest back on top of your deck in any order. if there were no cards left in your deck, these become the only cards in your deck. You do not reveal the cards you put back. ", - "name": "Cartographer", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+5 Cards\nDiscard 3 cards.\n______________________\nWhen you gain this, each other player gains a Silver.", - "extra": " When you play this, you draw five cards, then discard three cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard three cards if able, even if you were unable to draw the full five cards (due to not having enough cards in your deck and discard pile). If you do not have three cards to discard, you discard as many as you can. When you gain this, each other player gains a Silver. Players only gain Silvers when you gain this, not when you play this. They gain Silvers whether you gained Embassy due to buying it, or gained it some other way. Gaining Silvers is not optional for them. The Silvers come from the Supply. If there are not enough Silvers left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy. ", - "name": "Embassy", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+2 Coins\n______________________\nWhile this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.", - "extra": " When you play this, you get +2 coins. While this is in play, whenever you buy a card, you gain a cheaper card that is not a Victory card. For example, you could buy a Province, and gain a Gold via Haggler. Gaining a card is not optional. The gained card comes from the Supply and is put into your discard pile. Haggler only gives you an extra card when you buy a card, not when you gain a card some other way (such as with Haggler itself). If there is no cheaper card available in the Supply (e.g., if you buy a Copper), you do not gain a card. Using a card that lets you play a card several times (like Throne Room from Dominion) on Haggler does not gain you two or more cards per card bought, as there is still only one copy of Haggler in play. The bonus is cumulative if you have three Hagglers in play, you will gain three more cards for each card you buy. Cards with two types, one of which is Victory, are Victory cards and so cannot be gained with Haggler. ", - "name": "Haggler", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+1 Card\n+1 Action\n______________________\nWhile this is in play, cards cost 1 Coin less, but not less than 0 Coins.", - "extra": " This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper This applies to cards everywhere - cards in the Supply, cards in hand, cards in Decks. For example if you played Highway, then Develop, trashing a Copper, you could gain an Estate, as Estate would cost 4 coins while Copper would still cost 0 coins. Using a card that lets you play a card several times (like Throne Room from Dominion) on Highway will not make cards cost less, as there is still only one copy of Highway in play. The bonus is cumulative; if you have three Highways in play, all cards cost 1 coins less (to a minimum of 0 coins). ", - "name": "Highway", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "Worth 1 Coin\nWhen you play this, you may gain a Copper, putting it into your hand.\n______________________\nWhen you gain this, each other player gains a Curse.", - "extra": " This is a Treasure worth 2 coins like Copper. When you play it, you may gain a Copper. The gained Copper comes from the Supply and is put into your hand; you can immediately play it. If there is no Copper left in the Supply, you do not gain one. When you gain Ill-Gotten Gains, each other player gains a Curse. This happens whether you gain Ill-Gotten Gains due to buying it, or you gain it some other way. The Curses come from the Supply and go into discard piles. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. III-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like Moat from Dominion do not work against it. ", - "name": "Ill-Gotten Gains", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+2 Cards\n+2 Actions\nDiscard 2 cards.\n______________________\nWhen you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.", - "extra": " When you play this, you draw 2 cards, get +2 Actions, then discard 2 cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard cards if able, even if you were unable to draw 2 cards. When you gain this, you look through your discard pile (something normally not allowed) and shuffle any number of Action cards from it into your deck (leaving the rest of your discard pile in your discard pile). You do not have to shuffle any Action cards into your deck. You can shuffle the Inn you just gained into your deck; it is an Action card in your discard pile. Cards with two types, one of which is Action, are Action cards. You must reveal the Action cards that you choose to shuffle into your deck. It does not matter what order you leave your discard pile in afterwards. This ability functions if you gain Inn due to buying it, or gain Inn some other way. ", - "name": "Inn", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+3 Coins\nPut a card from your hand on top of your deck.\n______________________\nWhen you gain this, put all Treasures you have in play on top of your deck in any order.", - "extra": " When you play this, you get +3 coins, and put a card from your hand on top of your deck. If you have no cards left in hand, you do not put a card on top of your deck. If there are no cards left in your deck, the card you put on top becomes the only card in your deck. When you gain this, you put all of your Treasures from play on top of your deck in any order. You do not have to show this order to other players. You have to put all of your Treasures on top; you cannot leave some out. You only put Treasures from play on top of your deck, not unplayed Treasures from your hand. This does not stop you from having the coins you got from playing those Treasures; for example, if you have +1 Buy and play four Golds and buy a Mandarin, you put the Golds on top of your deck, and still have 7 coins left to spend. Mandarin puts your played Treasures on your deck whether you gained it due to buying it or gained it some other way, although normally you will only have Treasures in play in your Buy phase. ", - "name": "Mandarin", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "+3 Cards\n+1 Buy\nEach other player draws a card, then discards down to 3 cards in hand.", - "extra": " You draw 3 cards and get +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. Drawing a card is not optional for them. A player who only has 3 cards or fewer after drawing does not discard. ", - "name": "Margrave", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "hinterlands", - "cost": "5", - "description": "You may discard a Treasure. If you do, +3 Cards and +1 Action.", - "extra": " You may discard a Treasure card from your hand. This is optional. If you did discard one, you get +3 Cards and +1 Action. You draw after discarding, so if you have to shuffle to get the 3 cards, you will end up shuffling in the card you discarded. ", - "name": "Stables", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "6", - "description": "+1 Card\n+2 Actions\n______________________\nWhen you gain this, gain a card costing less than this.", - "extra": " When you play this, you draw a card and can play two more Actions this turn. When you gain this, you also gain a card from the Supply that costs less than Border Village. Normally that will be a card costing up to 5 coins, but if Border Village costs less than normal, such as due to Highway, then the card you gain will have a lower maximum cost. You only gain a card when you gain Border Village, not when you play it. You gain a card whether you gained Border Village due to buying it, or gained it some other way. ", - "name": "Border Village", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "hinterlands", - "cost": "6", - "description": "2 \n______________________\nWhen you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.", - "extra": " This is a Victory card, not an Action card. It is worth 2 victory points at the end of the game. When you buy it, you trash a card from your hand if able, and if you did, you gain a card from the supply costing exactly 2 coins more than the trashed card if able. If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the supply costing exactly 2 coins more than the trashed card, you do not gain a card. This ability only functions when you buy Farmland, not when you gain it some other way. During set-up, put all 12 Farmlands in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. ", - "name": "Farmland", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "dark ages", - "cost": "0", - "description": "Abandoned Mine: +1 Coin\nRuined Library: +1 Card\nRuined Market: +1 Buy\nRuined Village: +1 Action\nSurvivors: Look at the top 2 cards of your deck. Discard them or put them back in any order.", - "extra": " See Additional Rules for Dark Ages and Preparation. Abandoned Mine: When you play this, you just get +1 Coin. Ruined Library: When you play this, you draw a card. Ruined Market: When you play this, you just get +1 Buy. Ruined Village: When you play this, you just get +1 Action. Survivors: You either discard both cards, or put both cards back on top; you cannot just discard one card.", - "name": "Ruins", - "potcost": 0, - "types": [ - "Action", - "Ruins" - ] - }, - { - "cardset": "dark ages", - "cost": "0*", - "description": "+2 Actions\nReturn this to the Madman pile. If you do, +1 Card per card in your hand.\n(This card is not in the supply.)", - "extra": " This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.", - "name": "Madman", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "0*", - "description": "Worth 3 Coins\nWhen you play this, return it to the Spoils pile.\n(This is not in the Supply.)", - "extra": " This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.", - "name": "Spoils", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "dark ages", - "cost": "1", - "description": "When you buy a Victory card, you may trash this from your hand.", - "extra": " This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.", - "name": "Hovel", - "potcost": 0, - "types": [ - "Reaction", - "Shelter" - ] - }, - { - "cardset": "dark ages", - "cost": "1", - "description": "+2 Actions", - "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.", - "name": "Necropolis", - "potcost": 0, - "types": [ - "Action", - "Shelter" - ] - }, - { - "cardset": "dark ages", - "cost": "1", - "description": "0 \n______________________\nWhen you trash this, +1 Card.", - "extra": " This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.", - "name": "Overgrown Estate", - "potcost": 0, - "types": [ - "Victory", - "Shelter" - ] - }, - { - "cardset": "dark ages", - "cost": "1", - "description": "+4 Coins\nReveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.", - "extra": " First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.", - "name": "Poor House", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "2", - "description": "+1 Coin\nChoose one: +2 Actions; or +2 Buys; or gain a Silver.\n______________________\nWhen you trash this, gain an Action card.", - "extra": " When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.", - "name": "Squire", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "2", - "description": "+1 Card, +1 Action\nReveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.", - "extra": " You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.", - "name": "Vagrant", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.\nWhen you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.", - "extra": " When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", - "name": "Hermit", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "+1 Action\nReveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.", - "extra": " If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.", - "name": "Sage", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "Worth 1 for every 3 Silvers in your deck (round down).\n______________________\nWhen you trash this, gain 3 Silvers.", - "extra": " This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.", - "name": "Feodum", - "potcost": 0, - "types": [ - "Victory" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+1 Card, +2 Actions\n______________________\nWhen you trash this, put it into your hand.", - "extra": " When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.", - "name": "Fortress", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+1 Card, +1 Action\nReveal the top card of your deck; you may discard it. Either way, if it is an…\nAction card, +1 Action\nTreasure card, +1 Coin\nVictory card, +1 Card", - "extra": " First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.", - "name": "Ironmonger", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.", - "extra": " Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.", - "name": "Procession", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+1 Card, +1 Action\nGain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).\n______________________\nWhen you trash this, +1 Card.", - "extra": " Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.", - "name": "Rats", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Play this as if it were an Action card in the Supply costing less than it that you choose.\nThis is that card until it leaves play.", - "extra": " When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile", - "name": "Band of Misfits", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+1 Card, +2 Actions\nGain a Spoils from the Spoils pile.", - "extra": " Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.", - "name": "Bandit Camp", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.\nChoose one: +3 Coins; or trash your hand; or gain a Duchy.", - "extra": " This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.", - "name": "Count", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+2 Cards\nEach other player gains a Ruins. You may play a Cultist from your hand.\n______________________\nWhen you trash this, +3 Cards.", - "extra": " When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.", - "name": "Cultist", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Looter" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.", - "extra": " You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.", - "name": "Graverobber", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.\nGain 2 Spoils from the Spoils pile.", - "extra": " First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.", - "name": "Pillage", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+2 Coins\nYou may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.", - "extra": " Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.", - "name": "Scavenger", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "6", - "description": "Trash a card from your hand. Gain a card costing up to 5 Coins.", - "extra": " You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.", - "name": "Altar", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "Gain a card costing up to 4 Coins, putting it on top of your deck.", - "extra": " The card you gain comes from the Supply and is put on top of your deck.", - "name": "Armory", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "2", - "description": "Gain 3 Coppers, putting them into your hand.\n______________________\nWhen another player plays an Attack card, you may discard this.\nIf you do, gain two Silvers, putting one on top of your deck.", - "extra": " When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.", - "name": "Beggar", - "potcost": 0, - "types": [ - "Action", - "Reaction" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Look at the top 3 cards of your deck.\nChoose one: Put them into your hand;\nor discard them and +3 Cards.\n______________________\nWhen you trash this, gain a cheaper card.", - "extra": " When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.", - "name": "Catacombs", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "Worth 1 Coin\n+1 Buy\nWhen you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure", - "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.", - "name": "Counterfeit", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+5 Coins\nYou may trash an Action card from your hand. If you don’t, trash this.\n______________________\nWhen you gain this, gain 2 Ruins.", - "extra": " When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.", - "name": "Death Cart", - "potcost": 0, - "types": [ - "Action", - "Looter" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "+1 Action\n+1 Buy\nTrash a card from your hand.\n+1 Coin per differently named Treasure\nin the trash.", - "extra": " Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin er differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.", - "name": "Forager", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+1 Card\n+1 Action\n+1 Coin\nTrash a card from your hand.", - "extra": " You have to trash a card from your hand if you can. You draw before trashing.", - "name": "Junk Dealer", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.", - "extra": " The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 Victory at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.", - "name": "Knights", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "Gain a Spoils from the Spoils pile.\nEach other player gains a Ruins.", - "extra": " First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.", - "name": "Marauder", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "+1 Card\n+1 Action\n+1 Buy\n______________________\nWhen one of your cards is trashed,\nyou may discard this from your\nhand. If you do, gain a Gold.", - "extra": " When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.", - "name": "Market Square", - "potcost": 0, - "types": [ - "Action", - "Reaction" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+ 1 Action\nName a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.", - "extra": " You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.", - "name": "Rebuild", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+ 2 Coins\nIf there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.", - "extra": " If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.", - "name": "Rogue", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "+ 1 Buy\nDiscard any number of cards.\n+1 Card per card discarded.\nDiscard any number of cards.\n+ 1 Coins per card discarded the second time.", - "extra": " Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.", - "name": "Storeroom", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "3", - "description": "+1 Card\n+1 Action\nEach other player discards down to 4 cards in hand.\n______________________\nWhen you play another Attack card with this in play, you may trash this.\nIf you do, gain a Mercenary from the Mercenary pile.", - "extra": " When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", - "name": "Urchin", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "dark ages", - "cost": "4", - "description": "+1 Card\n+2 Actions\nReveal the top 3 cards of your deck.\nPut the Actions back on top in any order and discard the rest.", - "extra": " First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.", - "name": "Wandering Minstrel", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "6", - "description": "+ 4 Cards\n______________________\nWhen you trash this,\ngain a Duchy or 3 Estates.", - "extra": " When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.", - "name": "Hunting Grounds", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages", - "cost": "0*", - "description": "You may trash 2 cards from your hand.\nIf you do, +2 Cards, + 2 Coins,\nand each other player discards down to 3 cards in hand.\n(This is not in the Supply.)", - "extra": " This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.", - "name": "Mercenary", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "dark ages", - "cost": "5", - "description": "+1 Action\n+ 2 Coins\nName a card.\nReveal the top card of your deck.\nIf it’s the named card, put it into your hand.", - "extra": " You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.", - "name": "Mystic", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages extras", - "cost": "1", - "description": "Hovel: When you buy a Victory card, you may trash this from your hand.\nNecropolis: +2 Actions\nOvergrown Estate: 0 ; when you trash this, +1 Card.", - "extra": " See Preparation. A shelter is never in the supply. Hovel: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. Overgrown Estate: It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. Necropolis: This is an Action card; when you play it, you get +2 Actions. ", - "name": "Shelters", - "potcost": 0, - "types": [ - "Action", - "Shelter" - ] - }, - { - "cardset": "dark ages extras", - "cost": "3", - "description": "Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.", - "extra": " Mercenary: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ", - "name": "Urchin / Mercenary", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "dark ages extras", - "cost": "3", - "description": "Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.", - "extra": " Madman: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ", - "name": "Hermit / Madman", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "4", - "description": "+1 Action\nReveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.", - "extra": " If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand. ", - "name": "Advisor", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "5", - "description": "+1 Card\n+1 Action\nTake a Coin token.\n______________________\nSetup: Each player takes a Coin token.", - "extra": " When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck. ", - "name": "Baker", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "5", - "description": "Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.", - "extra": " First take two Coin tokens. Then you may trash a card from your hand and pay any number of Coin tokens (returning them to the pile). The number of Coin tokens you pay can be zero. Butcher itself is no longer in your hand and so cannot trash itself (though it can trash another copy of Butcher). If you trashed a card, you gain a card costing up to the cost of the trashed card plus the number of Coin tokens you paid. For example, you could trash an Estate and pay six Coin tokens to gain a Province, or you could trash another Butcher and pay zero Coin tokens to gain a Duchy. You can pay the Coin tokens you just got. Paying Coin tokens for this ability does not get you coins to spend, it just changes what cards you can gain with this ability. ", - "name": "Butcher", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "2", - "description": "+1 Action\n+1 Buy\nTake a Coin token.", - "extra": " You get +1 Action and +1 Buy, and take a Coin token. ", - "name": "Candlestick Maker", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "3+", - "description": "Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.", - "extra": " When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coins, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again. ", - "name": "Doctor", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "4+", - "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it is an Action, play it.\n______________________\nWhen you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.", - "extra": " When you play this, first draw a card and get +1 Action, then reveal the top card of your deck. If it is an Action card, play it; this is not optional. Playing the Action card does not \"use up\" one of your Action plays for the turn. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If Herald plays a Duration card (from Dominion: Seaside), the Herald is still discarded normally at end of turn, as it is not needed to track anything. When you buy this, you put one card from your discard pile on top of your deck for each extra 1 Coin you pay over the cost. For example, if you buy Herald for 6 Coins, you will put two cards from your discard pile on top of your deck. This card lets you look through your discard pile; normally you cannot. You cannot look through your discard pile first to see how much you want to overpay, and once you overpay you must put the appropriate number of cards on top of your deck if possible. If you overpay enough to put more cards on your deck than there are cards in your discard pile, you just put all of your discard pile onto your deck. You may not look through your discard pile if you buy Herald without overpaying for it. When you put multiple cards on your deck due to overpaying for a Herald, put them on your deck in any order. ", - "name": "Herald", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "5", - "description": "Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.", - "extra": " This draws you three cards that are not a particular card. First name a card. It does not have to be a card being used this game. Then reveal cards from the top of your deck until you have revealed three cards that are not the named card. If you run out of cards without finding three, shuffle your discard pile into your deck and continue. If you still cannot find three, stop. Put the cards you found that were not the named card into your hand and discard the rest. ", - "name": "Journeyman", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "3+", - "description": "Worth 1 Coin.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.", - "extra": " This is a Treasure worth 1 Coin, like Copper. When you buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, if you buy a Masterpiece for 6 Coins, you gain three Silvers. ", - "name": "Masterpiece", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "guilds", - "cost": "5", - "description": "+1 Buy\n+1 Coin\n______________________\nWhile this is in play, when you buy a card, take a Coin token.", - "extra": " When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Dominion: Prosperity), you will only get one Coin token when you buy a card. ", - "name": "Merchant Guild", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "4", - "description": "+1 Card\n+2 Actions\nYou may discard a Treasure card. If you do, take a Coin token.", - "extra": " First you draw a card and get +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Dominion: Intrigue), are Treasures. ", - "name": "Plaza", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "5", - "description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a card.", - "extra": " The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left. Each player who gained a Curse draws a card. This is not optional. A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card. A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card. ", - "name": "Soothsayer", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "guilds", - "cost": "2+", - "description": "Trash a card from your hand. Gain 2 cards each costing less than it.\n______________________\nWhen you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.", - "extra": " When you play this, trash a card from your hand, and gain two cards, each costing less than the card you trashed. Trashing a card is not optional. If you do not have any cards left in your hand to trash, you do not gain any cards. The two cards you gain can be different or the same. For example you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional if you trashed a card. The gained cards come from the Supply and are put into your discard pile; if there are no cheaper cards in the Supply (for example if you trash a Copper), you do not gain any. If there is only one card in the Supply cheaper than the trashed card, you gain that one. The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as Inn from Dominion: Hinterlands. When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid. The Action cards can be different or the same. For example, if you buy Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from the Supply and are put into your discard pile. If there are no cards with the appropriate cost in the Supply, you do not gain one. Overpaying with a Potion (from Dominion: Alchemy) will let you gain cards with Potion in the cost. Cards with multiple types, one of which is Action (such as Great Hall from Dominion: Intrigue), are Action cards. If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing 0 Coins. ", - "name": "Stonemason", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "guilds", - "cost": "4", - "description": "You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.", - "extra": " You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from Dominion: Intrigue), are Treasures. If you do trash a Treasure, each other player with at least five cards in hand discards a copy of it from her hand if she can, or reveals a hand with no copies of it, and you gain a Treasure costing up to 3 Coins more than the trashed Treasure, putting it on top of your deck. If there are no cards in your deck, it becomes the only card in your deck. You do not have to gain a more expensive Treasure; you may gain a Treasure with the same cost, or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. The gained Treasure comes from the Supply. ", - "name": "Taxman", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.", - "extra": " You choose something when you play it, and again at the start of your next turn; the choices may be the same or different. ", - "name": "Amulet", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "+1 Card\n+1 Action\n+1 Coin\nDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.", - "extra": " First you get +1 Card, +1 Action, and + Coin . Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards. ", - "name": "Artificer", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:\n+1 Buy\n______________________\nWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.", - "extra": " This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins). ", - "name": "Bridge Troll", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "+1 Card\n+1 Action\nAt the start of your next turn, +1 Coin\n______________________\nWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)", - "extra": " This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with. ", - "name": "Caravan Guard", - "potcost": 0, - "types": [ - "Action", - "Duration", - "Reaction" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "+1 Action\nNow and at the start of your next turn: +2 Cards then discard 2 cards.", - "extra": " When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards. ", - "name": "Dungeon", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "Put this on your Tavern mat.\n______________________\nWhen you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.", - "extra": " When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn. ", - "name": "Duplicate", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "+2 Cards\nSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.", - "extra": " You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn. ", - "name": "Gear", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.", - "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time. ", - "name": "Giant", - "potcost": 0, - "types": [ - "Action", - "Attack" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to discard your hand and draw 5 cards.", - "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play. ", - "name": "Guide", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.\nAt the start of your next turn:\n+3 Cards", - "extra": " you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played. ", - "name": "Haunted Woods", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "6", - "description": "At the start of each of your turns for the rest of the game:\n+1 Card\n(This stays in play.)", - "extra": " After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game. ", - "name": "Hireling", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "+2 Cards\n+2 Actions\n______________________\nWhen you gain this, each other player draws a card.", - "extra": " When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way. ", - "name": "Lost City", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "+1 Card\n+1 Action\nReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.", - "extra": " If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card. ", - "name": "Magpie", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "+1 Buy\n+2 Coins\nYou may put your deck into your discard pile.\n______________________\nWhen this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.", - "extra": " When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything. ", - "name": "Messenger", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.", - "extra": " You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end. ", - "name": "Miser", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "+1 Buy\nTurn your Journey token over (it starts face up). If it's face up, +5 Cards.", - "extra": " At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger. ", - "name": "Ranger", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "+1 Card\n+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand.", - "extra": " When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play. ", - "name": "Ratcatcher", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "+1 Action\nTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest.", - "extra": " If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze. ", - "name": "Raze", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nDirectly after resolving an Action, if it's still in play, you may call this, to replay that Action.", - "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice. ", - "name": "Royal Carriage", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "+1 Action\n+1 Coin\nPlay up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid.", - "extra": " This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards. ", - "name": "Storyteller", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Until your next turn, when any other player buys a card, he gains a Curse.\nAt the start of your next turn:\n+3 Coins", - "extra": " you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played. ", - "name": "Swamp Hag", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "+1 Action\nPut this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.", - "extra": " When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card. ", - "name": "Transmogrify", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "+1 Buy\n+4 Coins\nPut this on your Tavern mat.\n______________________\nAt the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.", - "extra": " When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total. ", - "name": "Wine Merchant", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "+1 Card\n+2 Actions\n______________________\nWhen you buy this, gain another Port.", - "extra": " When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12. ", - "name": "Port", - "potcost": 0, - "types": [ - "Action" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "1 Coin\nWhen you play this, put it on your Tavern mat.\n______________________\nDirectly after resolving an Action, you may call this for +2 Actions.", - "extra": " This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play. ", - "name": "Coin of the Realm", - "potcost": 0, - "types": [ - "Treasure", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "2 Coins\nWhen you play this, each other player puts his -1 Card token on his deck.", - "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck. ", - "name": "Relic", - "potcost": 0, - "types": [ - "Treasure", - "Attack" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "2 Coins\nWhen you play this, gain a Gold and a Copper.", - "extra": " This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card. ", - "name": "Treasure Trove", - "potcost": 0, - "types": [ - "Treasure" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Put this on your Tavern mat.\n______________________\nWorth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).", - "extra": " This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 Victory Points if it is on your mat, or 0 Victory Points if it is not. It counts as part of your deck either way (for example it can contribute to how many Victory Points a Gardens is worth). ", - "name": "Distant Lands", - "potcost": 0, - "types": [ - "Action", - "Reserve", - "Victory" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "+1 Card\n+1 Action\n______________________\nWhen you discard this from play, you may exchange it for a Treasure Hunter.", - "extra": " See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile. ", - "name": "Page", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "+1 Buy\n+1 Coin\n______________________\nWhen you discard this from play, you may exchange it for a Soldier.", - "extra": " See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile. ", - "name": "Peasant", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "3*", - "description": "+1 Action\n+1 Coin\nGain a Silver per card the player to your right gained in his last turn.\n______________________\nWhen you discard this from play, you may exchange it for a Warrior.\n(This is not in the Supply.)", - "extra": " This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile. ", - "name": "Treasure Hunter", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "4*", - "description": "+2 Cards\nFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.\n______________________\nWhen you discard this from play, you may exchange it for a Hero.\n(This is not in the Supply.)", - "extra": " Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers. ", - "name": "Warrior", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "5*", - "description": "+2 Coins\nGain a Treasure.\n______________________\nWhen you discard this from play, you may exchange it for a Champion.\n(This is not in the Supply.)", - "extra": " The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game. ", - "name": "Hero", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "6*", - "description": "+1 Action\nFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.\n(This stays in play. This is not in the Supply.)", - "extra": " Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn. ", - "name": "Champion", - "potcost": 0, - "types": [ - "Action", - "Duration" - ] - }, - { - "cardset": "adventures", - "cost": "3*", - "description": "+2 Coins\n+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.\n______________________\nWhen you discard this from play, you may exchange it for a Fugitive.\n(This is not in the Supply.)", - "extra": " This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier. ", - "name": "Soldier", - "potcost": 0, - "types": [ - "Action", - "Attack", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "4*", - "description": "+2 Cards\n+1 Action\nDiscard a card.\n______________________\nWhen you discard this from play, you may exchange it for a Disciple.\n(This is not in the Supply.)", - "extra": " When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn. ", - "name": "Fugitive", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "5*", - "description": "You may play an Action card from your hand twice. Gain a copy of it.\n______________________\nWhen you discard this from play, you may exchange it for a Teacher.\n(This is not in the Supply.)", - "extra": " Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded. ", - "name": "Disciple", - "potcost": 0, - "types": [ - "Action", - "Traveller" - ] - }, - { - "cardset": "adventures", - "cost": "6*", - "description": "Put this on your Tavern mat.\n______________________\nAt the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).\n(This is not in the Supply.)", - "extra": " When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile. ", - "name": "Teacher", - "potcost": 0, - "types": [ - "Action", - "Reserve" - ] - }, - { - "cardset": "adventures", - "cost": "0", - "description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.", - "extra": " You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile. ", - "name": "Alms", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "5", - "description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.", - "extra": " When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards. ", - "name": "Ball", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "Trash up to 2 cards you have in play.", - "extra": " This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant. ", - "name": "Bonfire", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "0", - "description": "+1 Buy\nOnce per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.", - "extra": " You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section. ", - "name": "Borrow", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "Draw 2 extra cards for your next hand.", - "extra": " This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total. ", - "name": "Expedition", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "3", - "description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin.", - "extra": " When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section. ", - "name": "Ferry", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "7", - "description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).", - "extra": " You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile. ", - "name": "Inheritance", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "6", - "description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).", - "extra": " When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section. ", - "name": "Lost Arts", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "4", - "description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.", - "extra": " You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours. ", - "name": "Mission", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", + "description": "6 Punkte", + "extra": "", "cost": "8", - "description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).", - "extra": " When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section. ", - "name": "Pathfinding", - "potcost": 0, + "cardset": "Dominion", "types": [ - "Event" - ] + "Victory" + ], + "name": "Provinz" }, { - "cardset": "adventures", - "cost": "4", - "description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.", - "extra": " At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage. ", - "name": "Pilgrimage", "potcost": 0, + "description": "", + "extra": "", + "cost": "", + "cardset": "Dominion", "types": [ - "Event" - ] + "Action" + ], + "name": "M\u00fcll" }, { - "cardset": "adventures", + "potcost": 0, + "description": "+ 3 Karten, Lege eine Karte aus deiner Hand verdeckt auf deinen Nachziehstapel.", + "extra": "", + "cost": "2", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Burghof" + }, + { + "potcost": 0, + "description": "W\u00e4hle zwei verschiedene: + 1 Aktion, + 1 Karte, + 1 Kauf, + 1 Geld", + "extra": "", + "cost": "2", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Handlanger" + }, + { + "potcost": 0, + "description": "Lege eine beliebige Anzahl Karten aus deiner Hand ab: + 1 Geld f\u00fcr jede abgelegte Karte.", + "extra": "", + "cost": "2", + "cardset": "Intrige", + "types": [ + "Action", + "Reaction" + ], + "name": "Geheimkammer" + }, + { + "potcost": 0, + "description": "+ 1 Karte, + 1 Aktion, 1 Siegpunkt", + "extra": "", "cost": "3", - "description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)", - "extra": " When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section. ", - "name": "Plan", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Action", + "Victory" + ], + "name": "Gro\u00dfe Halle" }, { - "cardset": "adventures", - "cost": "0", - "description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.", - "extra": " You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold. ", - "name": "Quest", "potcost": 0, + "description": "+ 2 Karten, Alle Spieler (auch du selbst) m\u00fcssen gleichzeitig eine Karte aus ihrer Hand an ihren linken Nachbarn weiter geben. Danach darfst du eine Karte aus deiner Hand entsorgen.", + "extra": "", + "cost": "3", + "cardset": "Intrige", "types": [ - "Event" - ] + "Action" + ], + "name": "Maskerade" }, { - "cardset": "adventures", + "potcost": 0, + "description": "+2 Aktionen. Decke deine Kartenhand auf. Wenn du keine Aktionskarte auf der Hand hast: +2 Karten.", + "extra": "", + "cost": "3", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Armenviertel" + }, + { + "potcost": 0, + "description": "W\u00e4hle eins: + 2 Karten oder + 2 Geld oder entsorge genau 2 Karten aus deiner Hand.", + "extra": "", + "cost": "3", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Verwalter" + }, + { + "potcost": 0, + "description": "+2 Geld. Jeder Mitspieler muss die oberste Karte seines Nachziehstapels entsorgen. Der aktive Spieler w\u00e4hlt daf\u00fcr jeweils eine andere Karte mit gleichem Kartenwert aus, die die Mitspieler dann daf\u00fcr erhalten.", + "extra": "", + "cost": "3", + "cardset": "Intrige", + "types": [ + "Action", + "Attack" + ], + "name": "Trickser" + }, + { + "potcost": 0, + "description": "+ 1 Karte, + 1 Aktion, Benenne eine Karte. Decke die oberste Karte von deinem Nachziehstapel auf. Wenn es die benannte Karte ist, nimm sie auf die Hand.", + "extra": "", + "cost": "3", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Wunschbrunnen" + }, + { + "potcost": 0, + "description": "+1 Kauf. Der Baron kann ein Anwesen ablegen und erh\u00e4lt dann daf\u00fcr vier Geld. Kann oder will er kein Anwesen ablegen, muss er eines vom Vorrat ziehen.", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Baron" + }, + { + "potcost": 0, + "description": "+ 1 Kauf, + 1 Geld, Alle Karten (auch die Karten die die Spieler auf der Hand halten) kosten in diesem Zug 1 weniger, niemals jedoch weniger als 0.", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Br\u00fccke" + }, + { + "potcost": 0, + "description": "+2 Geld. Wenn du in diesem Zug 3 oder mehr Aktionskarten ausgespielt hast (diese eingeschlossen): +1 Karte, +1 Aktion", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Verschw\u00f6rer" + }, + { + "potcost": 0, + "description": "Kupfer produziert in diesem Zug 1 mehr.", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Kupferschmied" + }, + { + "potcost": 0, + "description": "Nimm dir eine Karte, die bis zu 4 kostet. Ist es eine\u2026 Aktionskarte : + 1 Aktion; Geldkarte: + 1 Geld; Punktekarte: + 1 Karte", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Eisenh\u00fctte" + }, + { + "potcost": 0, + "description": "+ 1 Karte, + 2 Aktionen, Du darfst diese Karte sofort entsorgen. Wenn du das machst: + 2 Geld", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Bergwerk" + }, + { + "potcost": 0, + "description": "Decke die obersten 4 Karten von deinem Nachziehstapel auf. Nimm alle aufgedeckten Punktekarten auf die Hand. Lege die \u00fcbrigen Karten in beliebiger Reihenfolge verdeckt zur\u00fcck auf deinen Nachziehstapel.", + "extra": "", + "cost": "4", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Sp\u00e4her" + }, + { + "potcost": 0, + "description": "Wert 1 Siegpunkt pro Herzogtum im eigenen Kartensatz.", + "extra": "", "cost": "5", - "description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.", - "extra": " This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. ", - "name": "Raid", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Victory" + ], + "name": "Herzog" }, { - "cardset": "adventures", - "cost": "1", - "description": "+1 Buy\nOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).", - "extra": " You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand. ", - "name": "Save", "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", - "cost": "2", - "description": "+1 Buy\nLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.", - "extra": " When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party. ", - "name": "Scouting Party", - "potcost": 0, - "types": [ - "Event" - ] - }, - { - "cardset": "adventures", + "description": "+ 1 Aktion, W\u00e4hle eins: + 2 Geld ; Oder lege alle deine Handkarten ab: + 4 Karten. Jeder Mitspieler, der mindestens 5 Karten auf der Hand hat, muss alle seine Handkarten ablegen und 4 Karten nachziehen.", + "extra": "", "cost": "5", - "description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).", - "extra": " When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain. ", - "name": "Seaway", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Action", + "Attack" + ], + "name": "Lakai" }, { - "cardset": "adventures", + "potcost": 0, + "description": "Jeder Mitspieler muss solange Karten von seinem Nachziehstapel aufdecken, bis er eine Karte aufdeckt, die 3 oder mehr kostet. Er muss diese Karte entsorgen und darf sich eine Karte nehmen, die mindestens 2 weniger kostet. Die \u00fcbrigen aufgedeckten Karten legt er ab.", + "extra": "", "cost": "5", - "description": "Trash up to 2 cards from your hand.\nGain a Silver per card you trashed.", - "extra": " You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile. ", - "name": "Trade", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Action", + "Attack" + ], + "name": "Saboteur" }, { - "cardset": "adventures", + "potcost": 0, + "description": "+ 3 Karten, Jeder Spieler muss eins w\u00e4hlen: 2 Karten ablegen oder eine Fluchkarte auf die Hand nehmen.", + "extra": "", + "cost": "5", + "cardset": "Intrige", + "types": [ + "Action", + "Attack" + ], + "name": "Kerkermeister" + }, + { + "potcost": 0, + "description": "Entsorge 2 Karten aus deiner Hand. Wenn du das machst: Nimm dir ein Silber auf die Hand.", + "extra": "", + "cost": "5", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Handelposten" + }, + { + "potcost": 0, + "description": "Dein linker Nachbar muss die beiden obersten Karten von seinem Nachziehstapel aufdecken und diese ablegen. F\u00fcr jede Karte mit unterschiedlichem Namen erh\u00e4ltst du etwas. Bei einer\u2026 Aktionskarte: + 2 Aktionen; Geldkarte: + 2 Geld; Punktekarte: + 2 Karten", + "extra": "", + "cost": "5", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Tribut" + }, + { + "potcost": 0, + "description": "+ 1 Aktion, + 1 Karte, Entsorge eine Karte aus deiner Hand. Nimm dir eine Karte, die genau 1 mehr kostet als die entsorgte Karte.", + "extra": "", + "cost": "5", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "Anbau" + }, + { + "potcost": 0, + "description": "2 Geld, 2 Siegpunkte", + "extra": "", "cost": "6", - "description": "Move your + 1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).", - "extra": " When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section. ", - "name": "Training", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Treasure", + "Victory" + ], + "name": "Harem" }, { - "cardset": "adventures", + "potcost": 0, + "description": "W\u00e4hle eins: + 3 Karten oder + 2 Aktionen. 2 Siegpunkte", + "extra": "", + "cost": "6", + "cardset": "Intrige", + "types": [ + "Action", + "Victory" + ], + "name": "Adlige" + }, + { + "potcost": 0, + "description": "+1 Geld", + "extra": "", + "cost": "0", + "cardset": "Intrige", + "types": [ + "Treasure" + ], + "name": "Kupfer" + }, + { + "potcost": 0, + "description": "+2 Geld", + "extra": "", + "cost": "3", + "cardset": "Intrige", + "types": [ + "Treasure" + ], + "name": "Silber" + }, + { + "potcost": 0, + "description": "+3 Geld", + "extra": "", + "cost": "6", + "cardset": "Intrige", + "types": [ + "Treasure" + ], + "name": "Gold" + }, + { + "potcost": 0, + "description": "-1 Punkt", + "extra": "", + "cost": "0", + "cardset": "Intrige", + "types": [ + "Curse" + ], + "name": "Fluch" + }, + { + "potcost": 0, + "description": "1 Punkt", + "extra": "", "cost": "2", - "description": "+2 Buys\nWhen you gain a card this turn, you may put it on top of your deck.", - "extra": " When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile. ", - "name": "Travelling Fair", - "potcost": 0, + "cardset": "Intrige", "types": [ - "Event" - ] + "Victory" + ], + "name": "Anwesen" }, { - "cardset": "adventures extras", - "cost": "*", - "description": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", - "extra": "Events are not Kingdom cards. In a player’s Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.", - "name": "Events", "potcost": 0, + "description": "3 Punkte", + "extra": "", + "cost": "5", + "cardset": "Intrige", "types": [ - "Event" - ] + "Victory" + ], + "name": "Herzogtum" + }, + { + "potcost": 0, + "description": "6 Punkte", + "extra": "", + "cost": "8", + "cardset": "Intrige", + "types": [ + "Victory" + ], + "name": "Provinz" + }, + { + "potcost": 0, + "description": "", + "extra": "", + "cost": "", + "cardset": "Intrige", + "types": [ + "Action" + ], + "name": "M\u00fcll" + }, + { + "potcost": 0, + "description": "Decke eine Karte aus deiner Hand auf. Lege bis zu 2 dieser Karten aus deiner Hand zur\u00fcck in den Vorrat. Jeder Mitspieler muss sich eine solche Karte vom Vorrat nehmen.", + "extra": "", + "cost": "3", + "cardset": "Seaside", + "types": [ + "Action", + "Attack" + ], + "name": "Botschafter" + }, + { + "potcost": 0, + "description": "+1 Karte +2 Aktionen + 1 Geld", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Bazar" + }, + { + "potcost": 0, + "description": "+1 Karte +1 Aktion - Bei Beginn deines n\u00e4chsten Zuges: +1 Karte ", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Karawane" + }, + { + "potcost": 0, + "description": "+ 2 Geld - Jeder Mitspieler muss ein Kupfer aus seiner Hand ablegen. Hat ein Spieler kein Kupfer auf der Hand, muss er seine Kartenhand vorzeigen.", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action", + "Attack" + ], + "name": "Beutelschneider" + }, + { + "potcost": 0, + "description": "+ 2 Geld - Entsorge diese Karte. Lege einen Embargomarker auf einen Stapel im Vorrat. - Wenn ein Spieler eine Karte von diesem Stapel kauft, muss er sich f\u00fcr jeden Embargomarker einen Fluch nehmen.", + "extra": "", + "cost": "2", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Embargo" + }, + { + "potcost": 0, + "description": "Du darfst eine Provinz aus deiner Hand aufdecken. Wenn du das machst: Nimm dir ein Gold auf die Hand. Ansonsten: Nimm dir ein Silber auf die Hand.", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Entdecker" + }, + { + "potcost": 0, + "description": "+2 Aktionen, +1 Geld - Bei Beginn deines n\u00e4chsten Zuges: +1 Aktion, + 1 Geld", + "extra": "", + "cost": "3", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Fischerdorf" + }, + { + "potcost": 0, + "description": "+2 Karten. Jeder Mitspieler, der mindestens 4 Karten auf der Hand hat, muss solange Karten aus seiner Hand verdeckt auf seinen Nachziehstapel legen, bis er nur noch 3 Karten auf der Hand hat.", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action", + "Attack" + ], + "name": "Geisterschiff" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, Lege eine Karte aus deiner Hand verdeckt zur Seite. Bei Beginn deines n\u00e4chsten Zuges: Nimm die zur Seite gelegte Karte auf die Hand.", + "extra": "", + "cost": "2", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Hafen" + }, + { + "potcost": 0, + "description": "Lege diese Karte und eine andere Karte aus deiner Hand offen zur Seite auf dein Tableau Insel. Nimm die Karten am Ende des Spiels zur\u00fcck in deinen Kartenstapel. 2 Punkte", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action", + "Victory" + ], + "name": "Insel" + }, + { + "potcost": 0, + "description": "+1 Aktion, +1 Geld, - Bei Beginn deines n\u00e4chsten Zuges: +1 Geld - Solange diese Karte im Spiel ist, bist du von Angriffen deiner Mitspieler nicht betroffen.", + "extra": "", + "cost": "2", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Leutturm" + }, + { + "potcost": 0, + "description": "+1 Aktion, Sieh dir die obersten 3 Karten von deinem Nachziehstapel an. Entsorge eine davon. Lege eine davon ab. Lege eine davon verdeckt zur\u00fcck auf deinen Nachziehstapel.", + "extra": "", + "cost": "3", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Ausguck" + }, + { + "potcost": 0, + "description": "+ 2 Geld - Bei Beginn deines n\u00e4chsten Zuges: + 2 Geld", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Handelsschiff" + }, + { + "potcost": 0, + "description": "+2 Aktionen. W\u00e4hle eins: Lege die oberste Karte von deinem Nachziehstapel verdeckt zur Seite auf dein Tableau Eingeborenendorf oder nimm alle Karten von deinem Tableau Eingeborenendorf auf die Hand. ", + "extra": "", + "cost": "2", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Eingeborenendorf" + }, + { + "potcost": 0, + "description": "+ 2 Geld. Sieh dir die obersten 5 Karten von deinem Nachziehstapel an. Lege entweder alle diese Karten ab oder lege sie in beliebiger Reihenfolge verdeckt zur\u00fcck auf deinen Nachziehstapel.", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Navigator" + }, + { + "potcost": 0, + "description": "Ziehe in der folgenden Aufr\u00e4umphase nur 3 Karten nach. F\u00fchre danach sofort einen weiteren Zug aus. Du kannst auf diese Weise nur einen weiteren Zug ausf\u00fchren. ", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Aussenposten" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Sieh dir die unterste Karte von deinem Nachziehstapel an. Du darfst diese Karte verdeckt auf deinen Nachziehstapel legen. ", + "extra": "", + "cost": "2", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Perlentaucher" + }, + { + "potcost": 0, + "description": "W\u00e4hle eins: Jeder Mitspieler muss die obersten beiden Karten von seinem Nachziehstapel aufdecken. Haben die Mitspieler eine oder mehrere Geldkarten aufgedeckt, muss jeder eine davon (nach deiner Wahl) entsorgen. Wenn auf diese Weise mindestens 1 Geldkarte entsorgt wird, erh\u00e4ltst du 1 Geldmarker auf dein Tableau Piratenschiff. Die \u00fcbrigen aufgedeckten Karten legen die Spieler bei sich ab. Oder: + 1 f\u00fcr jeden deiner Geldmarker auf deinem Tableau Piratenschiff. ", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action", + "Attack" + ], + "name": "Piratenschiff" + }, + { + "potcost": 0, + "description": "+1 Kauf. Entsorge eine Karte aus deiner Hand. + X entsprechend den Kosten der entsorgten Karte.", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "M\u00fcllverwerter" + }, + { + "potcost": 0, + "description": "Jeder Mitspieler muss die oberste Karte seines Nachziehstapels ablegen und sich dann einen Fluch nehmen, den er verdeckt auf seinen Nachziehstapel legt. ", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action", + "Attack" + ], + "name": "Seehexe" + }, + { + "potcost": 0, + "description": "Nimm dir eine Karte, die der Spieler rechts von dir in seinem letzten Zug genommen oder gekauft hat und die bis zu 6 kostet. ", + "extra": "", + "cost": "3", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Schmuggler" + }, + { + "potcost": 0, + "description": "Lege deine \u00fcbrigen Handkarten ab. - Wenn du auf diese Weise mindestens eine Karte abgelegt hast: Bei Beginn deines n\u00e4chsten Zuges: +5 Karten, +1 Aktion, +1 Kauf", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Taktiker" + }, + { + "potcost": 0, + "description": "Entsorge diese und eine weitere Schatzkarte aus deiner Hand. Wenn du das machst: Nimm dir 4 Gold und lege diese verdeckt auf deinen Nachziehstapel. ", + "extra": "", + "cost": "4", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Schatzkarte" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, +1 Geld. Wenn du in diesem Zug keine Punktekarte gekauft hast und diese Karte im Spiel ist, darfst du diese Karte verdeckt auf deinen Nachziehstapel legen, anstatt sie abzulegen. ", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Schatzkammer" + }, + { + "potcost": 0, + "description": "+3 Karten, +1 Aktion. Lege 3 Karten aus deiner Hand ab. ", + "extra": "", + "cost": "3", + "cardset": "Seaside", + "types": [ + "Action" + ], + "name": "Lagerhaus" + }, + { + "potcost": 0, + "description": "+2 Karten, +1 Kauf. Bei Beginn deines n\u00e4chsten Zuges: +2 Karten, +1 Kauf. ", + "extra": "", + "cost": "5", + "cardset": "Seaside", + "types": [ + "Action", + "Duration" + ], + "name": "Werft" + }, + { + "potcost": 0, + "description": "+2 Karten, +1 Aktion. Wenn diese Karte und ein Trank im Spiel sind und du den Alchemisten ablegst, darfst du diesen verdeckt oben auf deinen Nachziehstapel legen. ", + "extra": "", + "cost": "3T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Alchemist" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, Decke die obersten 4 Karten von deinem Nachziehstapel auf. Nimm alle aufgedeckten Kupfer und Tr\u00e4nke auf die Hand. Lege die \u00fcbrigen Karten in beliebiger Reihenfolge verdeckt zur\u00fcck auf deinen Nachziehstapel.", + "extra": "", + "cost": "2T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Apotheker" + }, + { + "potcost": 0, + "description": "+1 Aktion. Entsorge eine Karte aus deiner Hand. +1 Karte pro 1 Geld das die Karte kostet und zus\u00e4tzlich +2 Karten wenn sie Trank kostet.", + "extra": "", + "cost": "5", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Lehrling" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Jeder Mitspieler muss sich eine Fluchkarte nehmen. ", + "extra": "", + "cost": "3T", + "cardset": "Die Alchemisten", + "types": [ + "Action", + "Attack" + ], + "name": "Vertrauter" + }, + { + "potcost": 0, + "description": "Decke solange Karten von deinem Nachziehstapel auf, bis 2 Aktionskarten (ausser Golem-Karten) offen liegen. Lege sofort alle \u00fcbrigen aufgedeckten Karten ab und spiele die beiden Aktionskarten in beliebiger Reihenfolge.", + "extra": "", + "cost": "4T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Golem" + }, + { + "potcost": 0, + "description": "+1 Kauf, + 1 Geld. Wenn diese Karte im Spiel ist und du sie ablegst, darfst du eine deiner Geldkarten im Spiel verdeckt oben auf deinen Nachziehstapel legen. ", + "extra": "", + "cost": "2", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Kr\u00e4uterkundiger" + }, + { + "potcost": 0, + "description": "Z\u00e4hle die Karten in deinem Nachziehstapel und die Karten in deinem Ablagestapel. Wert 1 f\u00fcr je 5 Karten der Summe beider Stapel (abgerundet). ", + "extra": "", + "cost": "3T", + "cardset": "Die Alchemisten", + "types": [ + "Treasure" + ], + "name": "Stein der Weisen" + }, + { + "potcost": 0, + "description": "Der Spieler links von dir f\u00fchrt einen Extra-Zug direkt nach diesem aus. Dabei siehst du alle Karten, die auch er sieht und du f\u00e4llst alle Entscheidungen f\u00fcr ihn. Alle Karten, die er nimmt oder kauft, legst du auf einen Ablagestapel. Alle Karten, die er in diesem Zug entsorgt, werden zur Seite gelegt und am Ende des Zuges auf seinen Ablagestapel gelegt. ", + "extra": "", + "cost": "6T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Besessenheit" + }, + { + "potcost": 0, + "description": "+1 Aktion. Jeder Spieler (auch du selbst) muss die oberste Karte von seinem Nachziehstapel aufdecken. Du entscheidest, ob er sie ablegen oder auf seinen Nachziehstapel zur\u00fccklegen muss. Dann deckst du solange Karten von deinem Nachziehstapel auf, bis du eine Karte aufdeckst, die keine Aktionskarte ist. Nimm alle aufgedeckten Karten auf die Hand. ", + "extra": "", + "cost": "2T", + "cardset": "Die Alchemisten", + "types": [ + "Action", + "Attack" + ], + "name": "Vision" + }, + { + "potcost": 0, + "description": "Entsorge eine Karte aus deiner Hand. Ist es eine\u2026 Aktionskarte: Nimm dir ein Herzogtum Geldkarte: Nimm dir eine Verwandlung Punktekarte: Nimm dir ein Gold ", + "extra": "", + "cost": "T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Verwandlung" + }, + { + "potcost": 0, + "description": "+2 Aktionen. Du darfst dir eine Aktionskarte nehmen, die bis zu 5 kostet. ", + "extra": "", + "cost": "2T", + "cardset": "Die Alchemisten", + "types": [ + "Action" + ], + "name": "Universit\u00e4t" + }, + { + "potcost": 0, + "description": "Wert 1 Punkt f\u00fcr je 3 Aktionskarten im eigenen Kartensatz (abgerundet).", + "extra": "", + "cost": "T", + "cardset": "Die Alchemisten", + "types": [ + "Victory" + ], + "name": "Weinberg" + }, + { + "potcost": 0, + "description": "Trank", + "extra": "", + "cost": "4", + "cardset": "Die Alchemisten", + "types": [ + "Treasure" + ], + "name": "Trank" + }, + { + "potcost": 0, + "description": "Wert 1 Geld f\u00fcr jede Geldkarte, die im Spiel ist (diese eingeschlossen).", + "extra": "", + "cost": "7", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Bank" + }, + { + "potcost": 0, + "description": "+ 1 Geld, + 1 Punkt. Entsorge eine Karte aus deiner Hand. Wenn du das machst: + Punkte entsprechend der H\u00e4lfte der Geld-Kosten der entsorgten Karte (abgerundet). Jeder Mitspieler darf sofort eine Karte seiner Hand entsorgen.", + "extra": "", + "cost": "4", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Bischof" + }, + { + "potcost": 0, + "description": "+ 1 Karte, +2 Aktionen. Wenn im Vorrat genau 1 Stapel leer ist: +1 Karte. Oder, wenn 2 oder mehr Stapel leer sind: +1 Karte, + 1 Geld, +1 Kauf.", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Stadt" + }, + { + "potcost": 0, + "description": "3 Geld. +1 Kauf. Wenn du diese Karte auslegst, benennt der Spieler links von dir eine Karte. Du darfst diese Karte nicht kaufen. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Schmuggelware" + }, + { + "potcost": 0, + "description": "Sieh deinen Ablagestapel durch, decke eine beliebige Anzahl Kupfer daraus auf und nimm diese auf die Hand. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Leihhaus" + }, + { + "potcost": 0, + "description": "Entsorge eine Karte aus deiner Hand. Nimm dir eine Karte, die bis zu 3 Geld mehr kostet, als die entsorgte Karte. ", + "extra": "", + "cost": "7", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Ausbau" + }, + { + "potcost": 0, + "description": "Entsorge eine beliebige Anzahl Karten aus deiner Hand. Nimm dir eine Karte mit genau den gleichen Geld-Kosten, wie die entsorgten Karten zusammen gekostet haben. ", + "extra": "", + "cost": "7", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Kunstschmiede" + }, + { + "potcost": 0, + "description": "+1 Kauf, + 2 Geld. Jeder Mitspieler muss solange Karten ablegen, bis er nur noch 3 Karten auf der Hand hat. Wenn diese Karte im Spiel ist und du eine Karte kaufst: +1 Punkt. ", + "extra": "", + "cost": "6", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action", + "Attack" + ], + "name": "Halsabschneider" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, +1 Kauf, +2 Geld. Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast. ", + "extra": "", + "cost": "6", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Gro\u00dfer Markt" + }, + { + "potcost": 0, + "description": "2 Geld. Wenn diese Karte im Spiel ist und du eine Punktekarte kaufst: Nimm dir ein Gold. ", + "extra": "", + "cost": "6", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Hort" + }, + { + "potcost": 0, + "description": "Du darfst eine Aktionskarte aus deiner Hand w\u00e4hlen. Spiele diese Aktionskarte dreimal aus. ", + "extra": "", + "cost": "7", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "K\u00f6nigshof" + }, + { + "potcost": 0, + "description": "1 Geld. Wenn du diese Karte ausspielst, decke solange Karten von deinem Nachziehstapel auf, bis eine Geldkarte offen liegt. Entsorge die Geldkarte oder lege sie ab. Lege die \u00fcbrigen aufgedeckten Karten ab. ", + "extra": "", + "cost": "3", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Lohn" + }, + { + "potcost": 0, + "description": "Du darfst eine Geldkarte aus deiner Hand aufdecken. Nimm dir eine Geldkarte mit gleichem Namen. Wenn du den M\u00fcnzer kaufst, entsorge alle Geldkarten, die du im Spiel hast. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "M\u00fcnzer" + }, + { + "potcost": 0, + "description": "+2 Geld, +1 Punkt", + "extra": "", + "cost": "4", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Denkmal" + }, + { + "potcost": 0, + "description": "+ 2 Geld. Jeder Mitspieler darf eine Fluchkarte aus seiner Hand ablegen. Wenn er das nicht macht, muss er sich einen Fluch und ein Kupfer nehmen. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action", + "Attack" + ], + "name": "Quacksalber" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, +1 Geld. Diese Karte kostet in der Kaufphase 2 Geld weniger f\u00fcr jede Aktionskarte, die du im Spiel hast, niemals jedoch weniger als 0 . ", + "extra": "", + "cost": "8", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Hausierer" + }, + { + "potcost": 0, + "description": "1 Geld. Wenn diese Karte im Spiel ist, kostet jede Aktionskarte 2 weniger, niemals jedoch weniger als 0 . ", + "extra": "", + "cost": "4", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Steinbruch" + }, + { + "potcost": 0, + "description": "+3 Karten. Jeder Mitspieler deckt die obersten 3 Karten von seinem Nachziehstapel auf. Er muss alle aufgedeckten Aktionsund Geldkarten ablegen. Die \u00fcbrigen aufgedeckten Karten legt er in beliebiger Reihenfolge zur\u00fcck auf seinen Nachziehstapel. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action", + "Attack" + ], + "name": "Gesindel" + }, + { + "potcost": 0, + "description": "2 Geld. Wenn diese Karte im Spiel ist und du eine Karte nimmst oder kaufst, darfst du die neue Karte sofort auf deinen Nachziehstapel legen. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "K\u00f6nigliches Siegel" + }, + { + "potcost": 0, + "description": "1 Geld. Wenn diese Karte im Spiel ist und du eine Karte kaufst, die 4 oder weniger kostet und keine Punktekarte ist, nimm dir eine weitere Karte mit gleichem Namen. ", + "extra": "", + "cost": "4", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Talisman" + }, + { + "potcost": 0, + "description": "+1 Kauf, + 1 Geld pro Marker auf dem Tableau Handelsroute. Entsorge eine Karte aus deiner Hand. ", + "extra": "", + "cost": "3", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Handelsroute" + }, + { + "potcost": 0, + "description": "+2 Karten. Lege eine beliebige Anzahl Karten aus deiner Hand ab: + 1 f\u00fcr jede abgelegte Karte. Jeder Mitspieler darf 2 Karten aus seiner Hand ablegen. Wenn er genau 2 Karten ablegt, zieht er eine Karte nach. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Gew\u00f6lbe" + }, + { + "potcost": 0, + "description": "1 Geld. Wenn du diese Karte ausspielst, decke solange Karten von deinem Nachziehstapel auf, bis eine Geldkarte offen liegt. Lege diese Geldkarte aus. Lege die \u00fcbrigen aufgedeckten Karten ab. ", + "extra": "", + "cost": "5", + "cardset": "Bl\u00fctezeit", + "types": [ + "Treasure" + ], + "name": "Abenteuer" + }, + { + "potcost": 0, + "description": "Ziehe solange Karten nach, bis du 6 Karten auf der Hand hast. Wenn du eine Karte nimmst oder kaufst, darfst du den Wachturm aus deiner Hand aufdecken. Wenn du das machst: Entsorge die neue Karte oder Lege sie sofort auf deinen Nachziehstapel. ", + "extra": "", + "cost": "3", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action", + "Reaction" + ], + "name": "Wachturm" + }, + { + "potcost": 0, + "description": "+1 Karte, +2 Aktionen, +1 Kauf", + "extra": "", + "cost": "4", + "cardset": "Bl\u00fctezeit", + "types": [ + "Action" + ], + "name": "Arbeiterdorf" + }, + { + "potcost": 0, + "description": "+2 Aktionen. Decke solange Karten vom Nachziehstapel auf, bis entweder eine Aktionskarte oder eine Geldkarte offen liegt. Nimm diese Karte auf die Hand, lege die \u00fcbrigen aufgedeckten Karten ab. ", + "extra": "", + "cost": "4", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Bauerndorf" + }, + { + "potcost": 0, + "description": "+ 2 Geld. Jeder Mitspieler muss solange Karten von seinem Nachziehstapel aufdecken, bis entweder eine Punktekarte oder eine Fluchkarte offen liegt. Diese aufgedeckte Karte muss er auf seinen Nachziehstapel legen. Die \u00fcbrigen aufgedeckten Karten legt er ab. ", + "extra": "", + "cost": "3", + "cardset": "Reiche Ernte", + "types": [ + "Action", + "Attack" + ], + "name": "Wahrsagerin" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Du darfst eine Karte aus deiner Hand ablegen. Wenn du das machst: +1 Aktion Du darfst eine Karte aus deiner Hand ablegen. Wenn du das machst: +1 Kauf ", + "extra": "", + "cost": "2", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Weiler" + }, + { + "potcost": 0, + "description": "Decke die obersten 4 Karten von deinem Nachziehstapel auf. + 1 Geld pro aufgedeckter Karte mit unterschiedlichem Namen. Lege die aufgedeckten Karten ab. ", + "extra": "", + "cost": "5", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Ernte" + }, + { + "potcost": 0, + "description": "0 Geld. Nimm dir eine Karte, die bis zu 1 Geld pro Karte mit unterschiedlichem Namen im Spiel kostet (diese eingeschlossen). Wenn du dir eine Punktekarte nimmst: Entsorge das F\u00fcllhorn. ", + "extra": "", + "cost": "5", + "cardset": "Reiche Ernte", + "types": [ + "Treasure" + ], + "name": "F\u00fcllhorn" + }, + { + "potcost": 0, + "description": "+1 Kauf, + 3 Geld. Lege 2 Karten aus deiner Hand ab. Wenn ein Mitspieler eine Angriffskarte ausspielt, darfst du diese Karte aus deiner Hand zur Seite legen. Wenn du das machst: Bei Beginn deines n\u00e4chsten Zuges +1 Karte und nimm diese Karte wieder auf die Hand. ", + "extra": "", + "cost": "4", + "cardset": "Reiche Ernte", + "types": [ + "Action", + "Reaction" + ], + "name": "Pferdeh\u00e4ndler" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Decke deine Handkarten auf. Decke solange Karten von deinem Nachziehstapel auf, bis eine Karte mit anderem Namen als deine Handkarten offen liegt. Nimm diese aufgedeckte Karte und deine Handkarten zur\u00fcck auf die Hand. Lege die \u00fcbrigen aufgedeckten Karten ab. ", + "extra": "", + "cost": "5", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Treibjagd" + }, + { + "potcost": 0, + "description": "+ 2 Geld. Jeder Mitspieler muss die oberste Karte seines Nachziehstapels ablegen. Ist es eine Punktekarte, muss er sich einen Fluch nehmen. Ansonsten muss sich entweder er oder du eine Karte mit gleichem Namen nehmen (Du entscheidest). ", + "extra": "", + "cost": "5", + "cardset": "Reiche Ernte", + "types": [ + "Action", + "Attack" + ], + "name": "Harlekin" + }, + { + "potcost": 0, + "description": "+1 Aktion. Decke deine Handkarten auf. Hast du keine Karte mit gleichem Namen auf der Hand: +3 Karten Ansonsten: +1 Karte ", + "extra": "", + "cost": "3", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Menagerie" + }, + { + "potcost": 0, + "description": "Mache dies zweimal: Entsorge eine Karte aus deiner Hand. Dann nimm dir eine Karte, die genau 1 mehr kostet, als die entsorgte Karte. ", + "extra": "", + "cost": "4", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Nachbau" + }, + { + "potcost": 0, + "description": "+1 Aktion. Du darfst eine Provinz aus deiner Hand ablegen. Wenn du das machst: Nimm dir einen Preis vom Preisstapel oder ein Herzogtum. Lege die neue Karte sofort auf deinen Nachziehstapel. Jeder Mitspieler darf eine Provinz aus seiner Hand aufdecken. Wenn das keiner macht: +1 Karte, + 1 Geld. ", + "extra": "", + "cost": "4", + "cardset": "Reiche Ernte", + "types": [ + "Action" + ], + "name": "Turnier" + }, + { + "potcost": 0, + "description": "+2 Karten. 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": "", + "cost": "4", + "cardset": "Reiche Ernte", + "types": [ + "Action", + "Attack" + ], + "name": "Junge Hexe" + }, + { + "potcost": 0, + "description": "Wert 2 Punkte f\u00fcr je 5 Karten mit unterschiedlichem Namen im eigenen Kartensatz (abgerundet). ", + "extra": "", + "cost": "6", + "cardset": "Reiche Ernte", + "types": [ + "Victory" + ], + "name": "Festplatz" + }, + { + "potcost": 0, + "description": "+1 Karte, +2 Aktionen. Wenn du das Grenzdorf nimmst, nimm dir eine Karte, die weniger kostet als das Grenzdorf. ", + "extra": "", + "cost": "6", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Grenzdorf" + }, + { + "potcost": 0, + "description": "3 Geld. Wenn du die Schatztruhe nimmst, nimm dir 2 Kupfer.", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Treasure" + ], + "name": "Schatztruhe" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Sieh dir die obersten 4 Karten von deinem Nachziehstapel an. Lege beliebig viele davon ab. Lege den Rest davon in beliebiger Reihenfolge zur\u00fcck auf deinen Nachziehstapel. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Kartograph" + }, + { + "potcost": 0, + "description": "Decke deine Kartenhand auf. +1 Karte pro aufgedeckter Punktekarte. Wenn du zum ersten Mal in diesem Zug eine Wegkreuzung ausspielst: +3 Aktionen ", + "extra": "", + "cost": "2", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Wegkreuzung" + }, + { + "potcost": 0, + "description": "Entsorge eine Karte aus deiner Hand. Nimm dir eine Karte, die genau 1 Geld mehr kostet als die entsorgte Karte und nimm dir eine Karte, die genau 1 Geld weniger kostet als die entsorgte Karte. Du entscheidest, in welcher Reihenfolge du diese beiden Karten nimmst. Lege beide Karten sofort auf deinen Nachziehstapel. ", + "extra": "", + "cost": "3", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Aufbau" + }, + { + "potcost": 0, + "description": "+ 2 Geld. Jeder Spieler (auch du selbst) sieht sich die oberste Karte von seinem Nachziehstapel an und entscheidet, ob er die Karte ablegt oder zur\u00fcck auf den Nachziestapel legt. Wird die Herzogin im Spiel verwendet, darfst du dir immer, wenn du ein Herzogtum nimmst, eine Herzogin nehmen. ", + "extra": "", + "cost": "2", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Herzogin" + }, + { + "potcost": 0, + "description": "+5 Karten. Lege 3 Karten auf deiner Hand ab. Wenn du die Botschaft nimmst, muss sich jeder Mitspieler ein Silber nehmen. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Botschaft" + }, + { + "potcost": 0, + "description": "Wenn du Katzengold zum ersten Mal in diesem Zug ausspielst, ist es 1 Geld wert, ansonsten ist es 4 Geld wert. Wenn ein Mitspieler eine Provinz nimmt, darfst du diese Karte aus deiner Hand entsorgen. Wenn du das machst: Nimm dir ein Gold und lege es auf deinen Nachziehstapel. ", + "extra": "", + "cost": "2", + "cardset": "Hinterland", + "types": [ + "Treasure", + "Reaction" + ], + "name": "Katzengold" + }, + { + "potcost": 0, + "description": "+2 Geld. Wenn du eine Karte kaufst und der Feilscher im Spiel ist: Nimm dir eine Karte, die weniger kostet als die gerade gekaufte und die keine Punktekarte ist. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Feilscher" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Wenn diese Karte im Spiel ist, kosten alle Karten 1 weniger, niemals jedoch weniger als 0 . ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Fernstra\u00dfe" + }, + { + "potcost": 0, + "description": "1 Geld. Wenn du den Blutzoll ausspielst, darfst du dir ein Kupfer nehmen. Nimm dieses Kupfer sofort auf die Hand. Wenn du den Blutzoll nimmst, muss sich jeder Mitspieler einen Fluch nehmen. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Treasure" + ], + "name": "Blutzoll" + }, + { + "potcost": 0, + "description": "+2 Karten, +2 Aktionen. Lege 2 Karten aus deiner Hand ab. Wenn du das Gasthaus nimmst, sieh dir deinen Ablagestapel durch, decke beliebig viele Aktionskarten (auch dieses Gasthaus) daraus auf und mische die aufgedeckten Karten in deinen Nachziehstapel. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Gasthaus" + }, + { + "potcost": 0, + "description": "Nimm dir ein Silber. Sieh dir die oberste Karte von deinem Nachziehstapel an und entscheide, ob du die Karte ablegst oder zur\u00fcck auf deinen Nachziehstapel legst. Ziehe so lange Karten nach, bis du 5 Karten auf der Hand hast. Du darfst eine Karte aus deiner Hand entsorgen, die keine Geldkarte ist. ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Lebensk\u00fcnstler" + }, + { + "potcost": 0, + "description": "+ 3 Geld. Lege eine Karte aus deiner Hand zur\u00fcck auf deinen Nachziehstapel. Wenn du den Mandarin nimmst, lege alle Geldkarten, die du im Spiel hast, in beliebiger Reihenfolge zur\u00fcck auf deinen Nachziehstapel. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Mandarin" + }, + { + "potcost": 0, + "description": "+3 Karten, +1 Kauf. Jeder Mitspieler muss 1 Karte nachziehen und dann Karten ablegen, bis er nur noch 3 Karten auf der Hand hat. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Markgraf" + }, + { + "potcost": 0, + "description": "+ 1 Geld. 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 \u00fcbrigen aufgedeckten Karten muss der Spieler ablegen. Du musst alle entsorgten Karten nehmen. ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Action", + "Attack" + ], + "name": "Edler R\u00e4uber" + }, + { + "potcost": 0, + "description": "+1 Kauf, +2 Geld. Wenn du das Nomadencamp nimmst, lege es sofort auf deinen Nachziehstapel. ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Nomadencamp" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion, + 1 Geld. Lege eine Karte aus deiner Hand ab. ", + "extra": "", + "cost": "3", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Oase" + }, + { + "potcost": 0, + "description": "Jeder Spieler (auch du selbst) muss die obersten 2 Karten von seinem Nachziehstapel aufdecken. Du entscheidest, ob er beide Karten ablegen oder (in der von ihm bestimmten Reihenfolge) zur\u00fcck auf seinen Nachziehstapel legen muss. +2 Karten. ", + "extra": "", + "cost": "3", + "cardset": "Hinterland", + "types": [ + "Action", + "Attack" + ], + "name": "Orakel" + }, + { + "potcost": 0, + "description": "+1 Karte, +1 Aktion. Zu Beginn deiner Aufr\u00e4umphase darfst du eine deiner ausgespielten Aktionskarten w\u00e4hlen. Wenn du die gew\u00e4hlte Karte in dieser Aufr\u00e4umphase ablegen w\u00fcrdest, darfst du sie stattdessen auf deinen Nachziehstapel legen. ", + "extra": "", + "cost": "3", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Komplott" + }, + { + "potcost": 0, + "description": "Du darfst eine Geldkarte aus deiner Hand entsorgen. Wenn du das machst, w\u00e4hle eins: +2 Karten und +1 Aktion oder + 2 und +1 Kauf. ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Gew\u00fcrzh\u00e4ndler" + }, + { + "potcost": 0, + "description": "Du darfst eine Geldkarte aus deiner Hand ablegen. Wenn du das machst: +3 Karten, +1 Aktion. ", + "extra": "", + "cost": "5", + "cardset": "Hinterland", + "types": [ + "Action" + ], + "name": "Stallungen" + }, + { + "potcost": 0, + "description": "Entsorge eine Karte aus deiner Hand. Nimm dir so viele Silber, wie die x-Kosten der entsorgten Karte. Wenn du eine Karte nehmen w\u00fcrdest, darfst du den Fahrenden H\u00e4ndler aus deiner Hand aufdecken. Wenn du das machst: Nimm dir statt der anderen Karte ein Silber. ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Action", + "Reaction" + ], + "name": "Fahrender H\u00e4ndler" + }, + { + "potcost": 0, + "description": "2 Punkte. Wenn du das Fruchtbare Land kaufst, entsorge eine Karte aus deiner Hand. Nimm dir eine Karte, die genau 2 mehr kostet als die entsorgte Karte. ", + "extra": "", + "cost": "6", + "cardset": "Hinterland", + "types": [ + "Victory" + ], + "name": "Fruchtbares Land" + }, + { + "potcost": 0, + "description": "Wert 1 Punkt f\u00fcr je 4 Punktekarten im eigenen Kartensatz (abgerundet). ", + "extra": "", + "cost": "4", + "cardset": "Hinterland", + "types": [ + "Victory" + ], + "name": "Seidenstra\u00dfe" + }, + { + "potcost": 0, + "description": "2 Punkte. Wenn du diese Karte au\u00dferhalb der Aufr\u00e4umphase ablegst, darfst du sie aufdecken. Wenn du das machst: Nimm dir ein Gold. ", + "extra": "", + "cost": "3", + "cardset": "Hinterland", + "types": [ + "Victory", + "Reaction" + ], + "name": "Tunnel" } -] +] \ No newline at end of file diff --git a/card_db/de/mapping.json b/card_db/de/mapping.json index 2c63c08..0002ed8 100644 --- a/card_db/de/mapping.json +++ b/card_db/de/mapping.json @@ -1,2 +1,9 @@ { + "Blütezeit": "prosperity", + "Dominion": "dominion", + "Seaside": "seaside", + "Die Alchemisten": "alchemy", + "Hinterland": "hinterlands", + "Intrige": "intrigue", + "Reiche Ernte": "cornucopia" } From d1750589a105bc19d6276e4ff8546950764ea418 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 10 Nov 2015 16:39:42 -0800 Subject: [PATCH 13/23] start refactoring and renaming to clear up code structure --- MANIFEST.in | 6 +- domdiv/__init__.py | 411 ++++++++++++++++ domdiv/cards.py | 219 +++++++++ domdiv/draw.py | 509 +++++++++++++++++++ dominion_dividers.py | 6 + dominion_tabs.py | 1101 ------------------------------------------ setup.py | 12 +- tests/__init__.py | 0 8 files changed, 1154 insertions(+), 1110 deletions(-) create mode 100644 domdiv/__init__.py create mode 100644 domdiv/cards.py create mode 100644 domdiv/draw.py create mode 100644 dominion_dividers.py delete mode 100755 dominion_tabs.py create mode 100644 tests/__init__.py diff --git a/MANIFEST.in b/MANIFEST.in index 55c9414..dfc47a1 100644 --- a/MANIFEST.in +++ b/MANIFEST.in @@ -1,7 +1,3 @@ -include dominion_cards.txt -include dominion_card_extras.txt -include *.png +include card_db/*/*.json include images/*.png -exclude card_images/* -exclude old_images/* diff --git a/domdiv/__init__.py b/domdiv/__init__.py new file mode 100644 index 0000000..af71d0b --- /dev/null +++ b/domdiv/__init__.py @@ -0,0 +1,411 @@ +from optparse import OptionParser +import os +import codecs +import json + +from reportlab.lib.pagesizes import LETTER, A4 +from reportlab.lib.units import cm +from reportlab.pdfbase import pdfmetrics +from reportlab.pdfbase.ttfonts import TTFont + +from cards import Card +from draw import DividerDrawer + +LOCATION_CHOICES = ["tab", "body-top", "hide"] +NAME_ALIGN_CHOICES = ["left", "right", "centre", "edge"] +TAB_SIDE_CHOICES = ["left", "right", "left-alternate", "right-alternate", "full"] + + +def add_opt(options, option, value): + assert not hasattr(options, option) + setattr(options, option, value) + + +def parse_opts(argstring): + parser = OptionParser() + parser.add_option("--back_offset", type="float", dest="back_offset", default=0, + help="Points to offset the back page to the right; needed for some printers") + parser.add_option("--back_offset_height", type="float", dest="back_offset_height", default=0, + help="Points to offset the back page upward; needed for some printers") + parser.add_option("--orientation", type="choice", choices=["horizontal", "vertical"], + dest="orientation", default="horizontal", + help="horizontal or vertical, default:horizontal") + parser.add_option("--sleeved", action="store_true", + dest="sleeved", help="use --size=sleeved instead") + parser.add_option("--size", type="string", dest="size", default='normal', + help="'<%f>x<%f>' (size in cm), or 'normal' = '9.1x5.9', or 'sleeved' = '9.4x6.15'") + parser.add_option("--minmargin", type="string", dest="minmargin", default="1x1", + help="'<%f>x<%f>' (size in cm, left/right, top/bottom), default: 1x1") + parser.add_option("--papersize", type="string", dest="papersize", default=None, + help="'<%f>x<%f>' (size in cm), or 'A4', or 'LETTER'") + parser.add_option("--tab_name_align", type="choice", choices=NAME_ALIGN_CHOICES + ["center"], + dest="tab_name_align", default="left", + help="Alignment of text on the tab. choices: left, right, centre (or center), edge." + " The edge option will align the card name to the outside edge of the" + " tab, so that when using tabs on alternating sides," + " the name is less likely to be hidden by the tab in front" + " (edge will revert to left when tab_side is full since there is no edge in that case);" + " default:left") + parser.add_option("--tab_side", type="choice", choices=TAB_SIDE_CHOICES, + dest="tab_side", default="right-alternate", + help="Alignment of tab. choices: left, right, left-alternate, right-alternate, full;" + " left/right forces all tabs to left/right side;" + " left-alternate will start on the left and then toggle between left and right for the tabs;" + " right-alternate will start on the right and then toggle between right and left for the tabs;" # noqa + " full will force all label tabs to be full width of the divider" + " default:right-alternate") + parser.add_option("--tabwidth", type="float", default=4, + help="width in cm of stick-up tab (ignored if tab_side is full or tabs-only is used)") + parser.add_option("--cost", action="append", type="choice", + choices=LOCATION_CHOICES, default=[], + help="where to display the card cost; may be set to" + " 'hide' to indicate it should not be displayed, or" + " given multiple times to show it in multiple" + " places; valid values are: %s; defaults to 'tab'" + % ", ".join("'%s'" % x for x in LOCATION_CHOICES)) + parser.add_option("--set_icon", action="append", type="choice", + choices=LOCATION_CHOICES, default=[], + help="where to display the set icon; may be set to" + " 'hide' to indicate it should not be displayed, or" + " given multiple times to show it in multiple" + " places; valid values are: %s; defaults to 'tab'" + % ", ".join("'%s'" % x for x in LOCATION_CHOICES)) + parser.add_option("--expansions", action="append", type="string", + help="subset of dominion expansions to produce tabs for") + parser.add_option("--cropmarks", action="store_true", dest="cropmarks", + help="print crop marks on both sides, rather than tab outlines on one") + parser.add_option("--linewidth", type="float", default=.1, + help="width of lines for card outlines/crop marks") + parser.add_option("--write_json", action="store_true", dest="write_json", + help="write json version of card definitions and extras") + parser.add_option("--tabs-only", action="store_true", dest="tabs_only", + help="draw only tabs to be printed on labels, no divider outlines") + parser.add_option("--order", type="choice", choices=["expansion", "global"], dest="order", + help="sort order for the cards, whether by expansion or globally alphabetical") + parser.add_option("--expansion_dividers", action="store_true", dest="expansion_dividers", + help="add dividers describing each expansion set") + parser.add_option("--base_cards_with_expansion", action="store_true", + help='print the base cards as part of the expansion; ie, a divider for "Silver"' + ' will be printed as both a "Dominion" card and as an "Intrigue" card; if this' + ' option is not given, all base cards are placed in their own "Base" expansion') + parser.add_option("--centre_expansion_dividers", action="store_true", dest="centre_expansion_dividers", + help='centre the tabs on expansion dividers') + parser.add_option("--num_pages", type="int", default=-1, + help="stop generating after this many pages, -1 for all") + parser.add_option("--language", default='en_us', help="language of card texts") + parser.add_option("--include_blanks", action="store_true", + help="include a few dividers with extra text") + parser.add_option("--exclude_events", action="store_true", + default=False, help="exclude individual dividers for events") + parser.add_option("--special_card_groups", action="store_true", + default=False, help="group some cards under special dividers (e.g. Shelters, Prizes)") + parser.add_option("--exclude_prizes", action="store_true", + default=False, help="exclude individual dividers for prizes (cornucopia)") + parser.add_option("--cardlist", type="string", dest="cardlist", default=None, + help="Path to file that enumerates each card to be printed on its own line.") + parser.add_option("--no-tab-artwork", action="store_true", dest="no_tab_artwork", + help="don't show background artwork on tabs") + parser.add_option("--no-card-rules", action="store_true", dest="no_card_rules", + help="don't print the card's rules on the tab body") + parser.add_option("--use-text-set-icon", action="store_true", dest="use_text_set_icon", + help="use text/letters to represent a card's set instead of the set icon") + parser.add_option("--no-page-footer", action="store_true", dest="no_page_footer", + help="don't print the set name at the bottom of the page.") + parser.add_option("--no-card-backs", action="store_true", dest="no_card_backs", + help="don't print the back page of the card sheets.") + + options, args = parser.parse_args(argstring) + if not options.cost: + options.cost = ['tab'] + if not options.set_icon: + options.set_icon = ['tab'] + return options, args + + +def parseDimensions(dimensionsStr): + x, y = dimensionsStr.upper().split('X', 1) + return (float(x) * cm, float(y) * cm) + + +def generate_sample(options): + import cStringIO + from wand.image import Image + buf = cStringIO.StringIO() + options.num_pages = 1 + generate(options, '.', buf) + with Image(blob=buf.getvalue()) as sample: + sample.format = 'png' + sample.save(filename='sample.png') + + +def generate(options, data_path, f): + size = options.size.upper() + if size == 'SLEEVED' or options.sleeved: + dominionCardWidth, dominionCardHeight = (9.4 * cm, 6.15 * cm) + print 'Using sleeved card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) + elif size in ['NORMAL', 'UNSLEEVED']: + dominionCardWidth, dominionCardHeight = (9.1 * cm, 5.9 * cm) + print 'Using normal card size, %.2fcm x%.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) + else: + dominionCardWidth, dominionCardHeight = parseDimensions(size) + print 'Using custom card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) + + papersize = None + if not options.papersize: + if os.path.exists("/etc/papersize"): + papersize = open("/etc/papersize").readline().upper() + else: + papersize = 'LETTER' + else: + papersize = options.papersize.upper() + + if papersize == 'A4': + print "Using A4 sized paper." + paperwidth, paperheight = A4 + elif papersize == 'LETTER': + print "Using letter sized paper." + paperwidth, paperheight = LETTER + else: + paperwidth, paperheight = parseDimensions(papersize) + print 'Using custom paper size, %.2fcm x %.2fcm' % (paperwidth / cm, paperheight / cm) + + cardlist = None + if options.cardlist: + print options.cardlist + cardlist = set() + with open(options.cardlist) as cardfile: + for line in cardfile: + cardlist.add(line.strip()) + + if options.orientation == "vertical": + tabWidth, tabBaseHeight = dominionCardHeight, dominionCardWidth + else: + tabWidth, tabBaseHeight = dominionCardWidth, dominionCardHeight + + if options.tab_name_align == "center": + options.tab_name_align = "centre" + + if options.tab_side == "full" and options.tab_name_align == "edge": + # This case does not make sense since there are two tab edges in this case. So picking left edge. + print >>sys.stderr, "** Warning: Aligning card name as 'left' for 'full' tabs **" + options.tab_name_align == "left" + + fixedMargins = False + if options.tabs_only: + # fixed for Avery 8867 for now + minmarginwidth = 0.86 * cm # was 0.76 + minmarginheight = 1.37 * cm # was 1.27 + tabLabelHeight = 1.07 * cm # was 1.27 + tabLabelWidth = 4.24 * cm # was 4.44 + horizontalBorderSpace = 0.96 * cm # was 0.76 + verticalBorderSpace = 0.20 * cm # was 0.01 + tabBaseHeight = 0 + tabWidth = tabLabelWidth + fixedMargins = True + else: + minmarginwidth, minmarginheight = parseDimensions( + options.minmargin) + if options.tab_side == "full": + tabLabelWidth = tabWidth + else: + tabLabelWidth = options.tabwidth * cm + tabLabelHeight = .9 * cm + horizontalBorderSpace = 0 * cm + verticalBorderSpace = 0 * cm + + tabHeight = tabBaseHeight + tabLabelHeight + + # note: this is convenient, but somewhat inaccurate as the border space + # isn't actually part of the tab width + add_opt(options, 'dividerWidth', tabWidth) + add_opt(options, 'dividerHeight', tabHeight) + add_opt(options, 'totalTabWidth', tabWidth + horizontalBorderSpace) + add_opt(options, 'totalTabHeight', tabHeight + verticalBorderSpace) + add_opt(options, 'labelWidth', tabLabelWidth) + add_opt(options, 'labelHeight', tabLabelHeight) + + # as we don't draw anything in the final border, it shouldn't count towards how many tabs we can fit + # so it gets added back in to the page size here + numTabsVerticalP = int( + (paperheight - 2 * minmarginheight + verticalBorderSpace) / options.totalTabHeight) + numTabsHorizontalP = int( + (paperwidth - 2 * minmarginwidth + horizontalBorderSpace) / options.totalTabWidth) + numTabsVerticalL = int( + (paperwidth - 2 * minmarginwidth + verticalBorderSpace) / options.totalTabHeight) + numTabsHorizontalL = int( + (paperheight - 2 * minmarginheight + horizontalBorderSpace) / options.totalTabWidth) + + if numTabsVerticalL * numTabsHorizontalL > numTabsVerticalP * numTabsHorizontalP and not fixedMargins: + add_opt(options, 'numTabsVertical', numTabsVerticalL) + add_opt(options, 'numTabsHorizontal', numTabsHorizontalL) + add_opt(options, 'paperheight', paperwidth) + add_opt(options, 'paperwidth', paperheight) + add_opt(options, 'minHorizontalMargin', minmarginheight) + add_opt(options, 'minVerticalMargin', minmarginwidth) + else: + add_opt(options, 'numTabsVertical', numTabsVerticalP) + add_opt(options, 'numTabsHorizontal', numTabsHorizontalP) + add_opt(options, 'paperheight', paperheight) + add_opt(options, 'paperwidth', paperwidth) + add_opt(options, 'minHorizontalMargin', minmarginheight) + add_opt(options, 'minVerticalMargin', minmarginwidth) + + print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.paperwidth / cm, + options.paperheight / cm) + print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.totalTabWidth / cm, + options.totalTabHeight / cm) + print '{} dividers horizontally, {} vertically'.format(options.numTabsHorizontal, + options.numTabsVertical) + + if not fixedMargins: + # dynamically max margins + add_opt(options, 'horizontalMargin', + (options.paperwidth - + options.numTabsHorizontal * options.totalTabWidth) / 2) + add_opt(options, 'verticalMargin', + (options.paperheight - + options.numTabsVertical * options.totalTabHeight) / 2) + else: + add_opt(options, 'horizontalMargin', minmarginwidth) + add_opt(options, 'verticalMargin', minmarginheight) + + print "Margins: {:.2f}cm h, {:.2f}cm v\n".format(options.horizontalMargin / cm, + options.verticalMargin / cm) + + try: + dirn = os.path.join(data_path, 'fonts') + pdfmetrics.registerFont( + TTFont('MinionPro-Regular', os.path.join(dirn, 'MinionPro-Regular.ttf'))) + pdfmetrics.registerFont( + TTFont('MinionPro-Bold', os.path.join(dirn, 'MinionPro-Bold.ttf'))) + pdfmetrics.registerFont( + TTFont('MinionPro-Oblique', os.path.join(dirn, 'MinionPro-It.ttf'))) + except: + raise + pdfmetrics.registerFont( + TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) + pdfmetrics.registerFont( + TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) + + data_dir = os.path.join(data_path, "card_db", options.language) + card_db_filepath = os.path.join(data_dir, "cards.json") + with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: + cards = json.load(cardfile, object_hook=Card.decode_json) + + language_mapping_filepath = os.path.join(data_dir, "mapping.json") + with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: + language_mapping = json.load(mapping_file) + Card.language_mapping = language_mapping + + baseCards = [ + card.name for card in cards if card.cardset.lower() == 'base'] + + def isBaseExpansionCard(card): + return card.cardset.lower() != 'base' and card.name in baseCards + + if options.base_cards_with_expansion: + cards = [card for card in cards if card.cardset.lower() != 'base'] + else: + cards = [card for card in cards if not isBaseExpansionCard(card)] + + if options.special_card_groups: + # Load the card groups file + card_groups_file = os.path.join(data_dir, "card_groups.json") + with codecs.open(card_groups_file, 'r', 'utf-8') as cardgroup_file: + card_groups = json.load(cardgroup_file) + # pull out any cards which are a subcard, and rename the master card + new_cards = [] + all_subcards = [] + for subs in [card_groups[x]["subcards"] for x in card_groups]: + all_subcards += subs + for card in cards: + if card.name in card_groups.keys(): + card.name = card_groups[card.name]["new_name"] + elif card.name in all_subcards: + continue + new_cards.append(card) + cards = new_cards + + if options.expansions: + options.expansions = [o.lower() + for o in options.expansions] + reverseMapping = { + v: k for k, v in language_mapping.iteritems()} + options.expansions = [ + reverseMapping.get(e, e) for e in options.expansions] + filteredCards = [] + knownExpansions = set() + for c in cards: + knownExpansions.add(c.cardset) + if next((e for e in options.expansions if c.cardset.startswith(e)), None): + filteredCards.append(c) + unknownExpansions = set(options.expansions) - knownExpansions + if unknownExpansions: + print "Error - unknown expansion(s): %s" % ", ".join(unknownExpansions) + return + + cards = filteredCards + + if options.exclude_events: + cards = [card for card in cards if not card.isEvent() or card.name == 'Events'] + + if options.exclude_prizes: + cards = [card for card in cards if not card.isPrize()] + + if cardlist: + cards = [card for card in cards if card.name in cardlist] + + if options.expansion_dividers: + cardnamesByExpansion = {} + for c in cards: + if isBaseExpansionCard(c): + continue + cardnamesByExpansion.setdefault( + c.cardset, []).append(c.name.strip()) + for exp, names in cardnamesByExpansion.iteritems(): + c = Card( + exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) + cards.append(c) + + if options.write_json: + fpath = "cards.json" + with codecs.open(fpath, 'w', encoding='utf-8') as ofile: + json.dump(cards, + ofile, + cls=Card.CardJSONEncoder, + ensure_ascii=False, + indent=True, + sort_keys=True) + + # When sorting cards, want to always put "base" cards after all + # kingdom cards, and order the base cards in a set order - the + # order they are listed in the database (ie, all normal treasures + # by worth, then potion, then all normal VP cards by worth, then + # trash) + def baseIndex(name): + try: + return baseCards.index(name) + except Exception: + return -1 + + if options.order == "global": + sortKey = lambda x: ( + int(x.isExpansion()), baseIndex(x.name), x.name) + else: + sortKey = lambda x: ( + x.cardset, int(x.isExpansion()), baseIndex(x.name), x.name) + cards.sort(key=sortKey) + + if not f: + f = "dominion_dividers.pdf" + + dd = DividerDrawer() + dd.draw(f, cards, options) + + +def main(argstring, data_path): + options, args = parse_opts(argstring) + fname = None + if args: + fname = args[0] + return generate(options, data_path, fname) diff --git a/domdiv/cards.py b/domdiv/cards.py new file mode 100644 index 0000000..284509d --- /dev/null +++ b/domdiv/cards.py @@ -0,0 +1,219 @@ +import json +import os + + +def getType(typespec): + return cardTypes[tuple(typespec)] + +setImages = { + 'dominion': 'base_set.png', + 'intrigue': 'intrigue_set.png', + 'seaside': 'seaside_set.png', + 'prosperity': 'prosperity_set.png', + 'alchemy': 'alchemy_set.png', + 'cornucopia': 'cornucopia_set.png', + 'cornucopia extras': 'cornucopia_set.png', + 'hinterlands': 'hinterlands_set.png', + 'dark ages': 'dark_ages_set.png', + 'dark ages extras': 'dark_ages_set.png', + 'guilds': 'guilds_set.png', + 'adventures': 'adventures_set.png', + 'adventures extras': 'adventures_set.png' +} +promoImages = { + 'walled village': 'walled_village_set.png', + 'stash': 'stash_set.png', + 'governor': 'governor_set.png', + 'black market': 'black_market_set.png', + 'envoy': 'envoy_set.png', + 'prince': 'prince_set.png' +} + +setTextIcons = { + 'dominion': 'D', + 'intrigue': 'I', + 'seaside': 'S', + 'prosperity': 'P', + 'alchemy': 'A', + 'cornucopia': 'C', + 'cornucopia extras': 'C', + 'hinterlands': 'H', + 'dark ages': 'DA', + 'dark ages extras': 'DA', + 'guilds': 'G', + 'adventures': 'Ad', + 'adventures extras': 'Ad' +} + +promoTextIcons = { + 'walled village': '', + 'stash': '', + 'governor': '', + 'black market': '', + 'envoy': '', + 'prince': '' +} + +language_mapping = None + + +class Card(object): + + language_mapping = None + + class CardJSONEncoder(json.JSONEncoder): + + def default(self, obj): + if isinstance(obj, Card): + return obj.__dict__ + return json.JSONEncoder.default(self, obj) + + @staticmethod + def decode_json(obj): + return Card(**obj) + + @classmethod + def getSetImage(cls, setName, cardName): + if setName in setImages: + return setImages[setName] + if cardName.lower() in promoImages: + return promoImages[cardName.lower()] + if setName in cls.language_mapping: + trans = cls.language_mapping[setName] + if trans in setImages: + return setImages[trans] + if cardName in cls.language_mapping: + trans = cls.language_mapping[cardName] + if trans.lower() in promoImages: + return promoImages[trans.lower()] + return None + + @classmethod + def getSetText(cls, setName, cardName): + if setName in cls.setTextIcons: + return cls.setTextIcons[setName] + if cardName.lower() in cls.promoTextIcons: + return cls.promoTextIcons[cardName.lower()] + return None + + def __init__(self, name, cardset, types, cost, description='', potcost=0, extra=''): + self.name = name.strip() + self.cardset = cardset.strip() + self.types = types + self.cost = cost + self.potcost = potcost + self.description = description + self.extra = extra + + def getType(self): + return getType(self.types) + + def __repr__(self): + return '"' + self.name + '"' + + def toString(self): + return self.name + ' ' + self.cardset + ' ' + '-'.join(self.types)\ + + ' ' + self.cost + ' ' + self.description + ' ' + self.extra + + def isExpansion(self): + return self.getType().getTypeNames() == ('Expansion',) + + def isEvent(self): + return self.getType().getTypeNames() == ('Event',) + + def isPrize(self): + return 'Prize' in self.getType().getTypeNames() + + def setImage(self): + setImage = Card.getSetImage(self.cardset, self.name) + if setImage is None and self.cardset not in ['base', 'extra'] and not self.isExpansion(): + print 'warning, no set image for set "%s" card "%s"' % (self.cardset, self.name) + setImages[self.cardset] = 0 + promoImages[self.name.lower()] = 0 + return setImage + + def setTextIcon(self): + setTextIcon = getSetText(self.cardset, self.name) + if setTextIcon is None and self.cardset not in ['base', 'extra'] and not self.isExpansion(): + print 'warning, no set text for set "%s" card "%s"' % (self.cardset, self.name) + setTextIcons[self.cardset] = 0 + promoTextIcons[self.name.lower()] = 0 + return setTextIcon + + def isBlank(self): + return False + + +class BlankCard(Card): + + def __init__(self, num): + Card.__init__(self, str(num), 'extra', ('Blank',), 0) + + def isBlank(self): + return True + + +class CardType(object): + + def __init__(self, typeNames, tabImageFile, tabTextHeightOffset=0, tabCostHeightOffset=-1): + self.typeNames = typeNames + self.tabImageFile = tabImageFile + self.tabTextHeightOffset = tabTextHeightOffset + self.tabCostHeightOffset = tabCostHeightOffset + + def getTypeNames(self): + return self.typeNames + + def getTabImageFile(self): + if not self.tabImageFile: + return None + return self.tabImageFile + + def getNoCoinTabImageFile(self): + if not self.tabImageFile: + return None + return ''.join(os.path.splitext(self.tabImageFile)[0] + '_nc' + os.path.splitext(self.tabImageFile)[1]) + + def getTabTextHeightOffset(self): + return self.tabTextHeightOffset + + def getTabCostHeightOffset(self): + return self.tabCostHeightOffset + +cardTypes = [ + CardType(('Action',), 'action.png'), + CardType(('Action', 'Attack'), 'action.png'), + CardType(('Action', 'Attack', 'Prize'), 'action.png'), + CardType(('Action', 'Reaction'), 'reaction.png'), + CardType(('Action', 'Victory'), 'action-victory.png'), + CardType(('Action', 'Duration'), 'duration.png'), + CardType(('Action', 'Duration', 'Reaction'), 'duration-reaction.png'), + CardType(('Action', 'Attack', 'Duration'), 'duration.png'), + CardType(('Action', 'Looter'), 'action.png'), + CardType(('Action', 'Prize'), 'action.png'), + CardType(('Action', 'Ruins'), 'ruins.png', 0, 1), + CardType(('Action', 'Shelter'), 'action-shelter.png'), + CardType(('Action', 'Attack', 'Looter'), 'action.png'), + CardType(('Action', 'Attack', 'Traveller'), 'action.png'), + CardType(('Action', 'Reserve'), 'reserve.png'), + CardType(('Action', 'Reserve', 'Victory'), 'reserve-victory.png'), + CardType(('Action', 'Traveller'), 'action.png'), + CardType(('Prize',), 'action.png'), + CardType(('Event',), 'event.png'), + CardType(('Reaction',), 'reaction.png'), + CardType(('Reaction', 'Shelter'), 'reaction-shelter.png'), + CardType(('Treasure',), 'treasure.png', 3, 0), + CardType(('Treasure', 'Attack'), 'treasure.png'), + CardType(('Treasure', 'Victory'), 'treasure-victory.png'), + CardType(('Treasure', 'Prize'), 'treasure.png', 3, 0), + CardType(('Treasure', 'Reaction'), 'treasure-reaction.png', 0, 1), + CardType(('Treasure', 'Reserve'), 'reserve-treasure.png'), + CardType(('Victory',), 'victory.png'), + CardType(('Victory', 'Reaction'), 'victory-reaction.png', 0, 1), + CardType(('Victory', 'Shelter'), 'victory-shelter.png'), + CardType(('Curse',), 'curse.png', 3), + CardType(('Expansion',), 'expansion.png', 4), + CardType(('Blank',), '') +] + +cardTypes = dict(((c.getTypeNames(), c) for c in cardTypes)) diff --git a/domdiv/draw.py b/domdiv/draw.py new file mode 100644 index 0000000..c53783c --- /dev/null +++ b/domdiv/draw.py @@ -0,0 +1,509 @@ +import os +import re + +from reportlab.lib.units import cm +from reportlab.pdfbase import pdfmetrics +from reportlab.lib.styles import getSampleStyleSheet +from reportlab.platypus import Paragraph +from reportlab.lib.enums import TA_JUSTIFY +from reportlab.pdfgen import canvas + + +def split(l, n): + i = 0 + while i < len(l) - n: + yield l[i:i + n] + i += n + yield l[i:] + + +class DividerDrawer(object): + + def __init__(self): + self.odd = True + self.canvas = None + + def draw(self, fname, cards, options): + self.options = options + + dividerWidth = options.dividerWidth + dividerHeight = options.dividerHeight + tabLabelWidth = options.labelWidth + + self.tabOutline = [(0, 0, dividerWidth, 0), + (dividerWidth, 0, dividerWidth, dividerHeight), + (dividerWidth, dividerHeight, + dividerWidth - tabLabelWidth, dividerHeight), + (dividerWidth - tabLabelWidth, + dividerHeight, dividerWidth - tabLabelWidth, + dividerHeight), + (dividerWidth - tabLabelWidth, + dividerHeight, 0, dividerHeight), + (0, dividerHeight, 0, 0)] + + self.expansionTabOutline = [(0, 0, dividerWidth, 0), + (dividerWidth, 0, dividerWidth, + dividerHeight), + (dividerWidth, dividerHeight, + dividerWidth / 2 + tabLabelWidth / 2, dividerHeight), + (dividerWidth / 2 + tabLabelWidth / 2, dividerHeight, + dividerWidth / 2 + tabLabelWidth / 2, dividerHeight), + (dividerWidth / 2 + tabLabelWidth / 2, dividerHeight, + dividerWidth / 2 - tabLabelWidth / 2, dividerHeight), + (dividerWidth / 2 - tabLabelWidth / 2, dividerHeight, + dividerWidth / 2 - tabLabelWidth / 2, dividerHeight), + (dividerWidth / 2 - tabLabelWidth / 2, dividerHeight, + 0, dividerHeight), + (0, dividerHeight, 0, 0)] + + self.canvas = canvas.Canvas( + fname, pagesize=(options.paperwidth, options.paperheight)) + self.drawDividers(cards) + self.canvas.save() + + def add_inline_images(self, text, fontsize): + path = 'images' + replace = '' % ( + path, fontsize * 1.2) + text = re.sub('(\d)\s(c|C)oin(s)?', replace, text) + replace = '' % ( + path, fontsize * 1.2) + text = re.sub('\?\s(c|C)oin(s)?', replace, text) + replace = '' % ( + path, fontsize * 1.5) + text = re.sub('\', replace, text) + return text + + def drawOutline(self, x, y, rightSide, isBack=False, isExpansionDivider=False): + # draw outline or cropmarks + self.canvas.saveState() + self.canvas.setLineWidth(self.options.linewidth) + cropmarksright = (x == self.options.numTabsHorizontal - 1) + cropmarksleft = (x == 0) + if rightSide: + self.canvas.translate(self.options.dividerWidth, 0) + self.canvas.scale(-1, 1) + if not self.options.cropmarks and not isBack: + # don't draw outline on back, in case lines don't line up with + # front + if isExpansionDivider and self.options.centre_expansion_dividers: + outline = self.expansionTabOutline + else: + outline = self.tabOutline + self.canvas.lines(outline) + elif self.options.cropmarks: + cmw = 0.5 * cm + + # Horizontal-line cropmarks + mirror = cropmarksright and not rightSide or cropmarksleft and rightSide + if mirror: + self.canvas.saveState() + self.canvas.translate(self.options.dividerWidth, 0) + self.canvas.scale(-1, 1) + if cropmarksleft or cropmarksright: + self.canvas.line(-2 * cmw, 0, -cmw, 0) + self.canvas.line(-2 * cmw, + self.tabBaseHeight, -cmw, self.tabBaseHeight) + if y > 0: + self.canvas.line(-2 * cmw, + self.options.dividerHeight, -cmw, self.options.dividerHeight) + if mirror: + self.canvas.restoreState() + + # Vertical-line cropmarks + + # want to always draw the right-edge and middle-label-edge lines.. + # ...and draw the left-edge if this is the first card on the left + + # ...but we need to take mirroring into account, to know "where" + # to draw the left / right lines... + if rightSide: + leftLine = self.options.dividerWidth + rightLine = 0 + else: + leftLine = 0 + rightLine = self.options.dividerWidth + middleLine = self.options.dividerWidth - self.options.labelWidth + + if y == 0: + self.canvas.line(rightLine, -2 * cmw, rightLine, -cmw) + self.canvas.line(middleLine, -2 * cmw, middleLine, -cmw) + if cropmarksleft: + self.canvas.line(leftLine, -2 * cmw, leftLine, -cmw) + if y == self.options.numTabsVertical - 1: + self.canvas.line(rightLine, self.options.dividerHeight + cmw, + rightLine, self.options.dividerHeight + 2 * cmw) + self.canvas.line(middleLine, self.options.dividerHeight + cmw, + middleLine, self.options.dividerHeight + 2 * cmw) + if cropmarksleft: + self.canvas.line(leftLine, self.options.dividerHeight + cmw, + leftLine, self.options.dividerHeight + 2 * cmw) + + self.canvas.restoreState() + + def drawCost(self, card, x, y, costOffset=-1): + # base width is 16 (for image) + 2 (1 pt border on each side) + width = 18 + + costHeight = y + costOffset + coinHeight = costHeight - 5 + potHeight = y - 3 + potSize = 11 + + self.canvas.drawImage(os.path.join('images', 'coin_small.png'), + x, coinHeight, 16, 16, preserveAspectRatio=True, mask='auto') + if card.potcost: + self.canvas.drawImage(os.path.join('images', 'potion.png'), x + 17, + potHeight, potSize, potSize, preserveAspectRatio=True, + mask=[255, 255, 255, 255, 255, 255]) + width += potSize + + self.canvas.setFont('MinionPro-Bold', 12) + cost = str(card.cost) + self.canvas.drawCentredString(x + 8, costHeight, cost) + return width + + def drawSetIcon(self, setImage, x, y): + # set image + self.canvas.drawImage( + os.path.join('images', setImage), x, y, 14, 12, mask='auto') + + @classmethod + def nameWidth(self, name, fontSize): + w = 0 + name_parts = name.split() + for i, part in enumerate(name_parts): + if i != 0: + w += pdfmetrics.stringWidth(' ', 'MinionPro-Regular', fontSize) + w += pdfmetrics.stringWidth(part[0], 'MinionPro-Regular', fontSize) + w += pdfmetrics.stringWidth(part[1:], + 'MinionPro-Regular', fontSize - 2) + return w + + def drawTab(self, card, rightSide): + # draw tab flap + self.canvas.saveState() + if card.isExpansion() and self.options.centre_expansion_dividers: + self.canvas.translate(self.options.dividerWidth / 2 - self.options.labelWidth / 2, + self.options.dividerHeight - self.options.labelHeight) + elif not rightSide: + self.canvas.translate(self.options.dividerWidth - self.options.labelWidth, + self.options.dividerHeight - self.options.labelHeight) + else: + self.canvas.translate(0, self.options.dividerHeight - self.options.labelHeight) + + # allow for 3 pt border on each side + textWidth = self.options.labelWidth - 6 + textHeight = 7 + if self.options.no_tab_artwork: + textHeight = 4 + textHeight = self.options.labelHeight / 2 - textHeight + \ + card.getType().getTabTextHeightOffset() + + # draw banner + img = card.getType().getNoCoinTabImageFile() + if not self.options.no_tab_artwork and img: + self.canvas.drawImage(os.path.join('images', img), 1, 0, + self.options.labelWidth - + 2, self.options.labelHeight - 1, + preserveAspectRatio=False, anchor='n', mask='auto') + + # draw cost + if not card.isExpansion() and not card.isBlank(): + if 'tab' in self.options.cost: + textInset = 4 + textInset += self.drawCost(card, textInset, textHeight, + card.getType().getTabCostHeightOffset()) + else: + textInset = 6 + else: + textInset = 13 + + # draw set image + # always need to offset from right edge, to make sure it stays on + # banner + textInsetRight = 6 + if self.options.use_text_set_icon: + setImageHeight = card.getType().getTabTextHeightOffset() + setText = card.setTextIcon() + self.canvas.setFont('MinionPro-Oblique', 8) + if setText is None: + setText = "" + + self.canvas.drawCentredString(self.options.labelWidth - 10, textHeight + 2, setText) + textInsetRight = 15 + else: + setImage = card.setImage() + if setImage and 'tab' in self.options.set_icon: + setImageHeight = 3 + card.getType().getTabTextHeightOffset() + + self.drawSetIcon(setImage, self.options.labelWidth - 20, + setImageHeight) + + textInsetRight = 20 + + # draw name + fontSize = 12 + name = card.name.upper() + + textWidth -= textInset + textWidth -= textInsetRight + + width = self.nameWidth(name, fontSize) + while width > textWidth and fontSize > 8: + fontSize -= .01 + # print 'decreasing font size for tab of',name,'now',fontSize + width = self.nameWidth(name, fontSize) + tooLong = width > textWidth + if tooLong: + name_lines = name.partition(' / ') + if name_lines[1]: + name_lines = (name_lines[0] + ' /', name_lines[2]) + else: + name_lines = name.split(None, 1) + else: + name_lines = [name] + # if tooLong: + # print name + + for linenum, line in enumerate(name_lines): + h = textHeight + if tooLong and len(name_lines) > 1: + if linenum == 0: + h += h / 2 + else: + h -= h / 2 + + words = line.split() + if (not self.options.tab_name_align == "right") and (self.options.tab_name_align == "centre" or + rightSide or + not self.options.tab_name_align == "edge"): + if self.options.tab_name_align == "centre": + w = self.options.labelWidth / 2 - self.nameWidth(line, fontSize) / 2 + else: + w = textInset + + def drawWordPiece(text, fontSize): + self.canvas.setFont('MinionPro-Regular', fontSize) + if text != ' ': + self.canvas.drawString(w, h, text) + return pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) + for i, word in enumerate(words): + if i != 0: + w += drawWordPiece(' ', fontSize) + w += drawWordPiece(word[0], fontSize) + w += drawWordPiece(word[1:], fontSize - 2) + else: + # align text to the right if tab is on right side, to make + # tabs easier to read when grouped together extra 3pt is for + # space between text + set symbol + + w = self.options.labelWidth - textInsetRight - 3 + words.reverse() + + def drawWordPiece(text, fontSize): + self.canvas.setFont('MinionPro-Regular', fontSize) + if text != ' ': + self.canvas.drawRightString(w, h, text) + return -pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) + for i, word in enumerate(words): + w += drawWordPiece(word[1:], fontSize - 2) + w += drawWordPiece(word[0], fontSize) + if i != len(words) - 1: + w += drawWordPiece(' ', fontSize) + self.canvas.restoreState() + + def drawText(self, card, useExtra=False): + usedHeight = 0 + totalHeight = self.options.dividerHeight - self.options.labelHeight + + drewTopIcon = False + if 'body-top' in self.options.cost and not card.isExpansion(): + self.drawCost(card, cm / 4.0, totalHeight - 0.5 * cm) + drewTopIcon = True + + if 'body-top' in self.options.set_icon and not card.isExpansion(): + setImage = card.setImage() + if setImage: + self.drawSetIcon(setImage, self.options.dividerWidth - 16, + totalHeight - 0.5 * cm - 3) + drewTopIcon = True + if drewTopIcon: + usedHeight += 15 + + if self.options.no_card_rules: + return + + # draw text + if useExtra and card.extra: + descriptions = (card.extra,) + else: + descriptions = re.split("\n", card.description) + + s = getSampleStyleSheet()['BodyText'] + s.fontName = "Times-Roman" + s.alignment = TA_JUSTIFY + + textHorizontalMargin = .5 * cm + textVerticalMargin = .3 * cm + textBoxWidth = self.options.dividerWidth - 2 * textHorizontalMargin + textBoxHeight = totalHeight - usedHeight - 2 * textVerticalMargin + spacerHeight = 0.2 * cm + minSpacerHeight = 0.05 * cm + + while True: + paragraphs = [] + # this accounts for the spacers we insert between paragraphs + h = (len(descriptions) - 1) * spacerHeight + for d in descriptions: + dmod = self.add_inline_images(d, s.fontSize) + p = Paragraph(dmod, s) + h += p.wrap(textBoxWidth, textBoxHeight)[1] + paragraphs.append(p) + + if h <= textBoxHeight or s.fontSize <= 1 or s.leading <= 1: + break + else: + s.fontSize -= 1 + s.leading -= 1 + spacerHeight = max(spacerHeight - 1, minSpacerHeight) + + h = totalHeight - usedHeight - textVerticalMargin + for p in paragraphs: + h -= p.height + p.drawOn(self.canvas, textHorizontalMargin, h) + h -= spacerHeight + + def drawDivider(self, card, x, y, useExtra=False): + # figure out whether the tab should go on the right side or not + if self.options.tab_side == "right": + rightSide = useExtra + elif self.options.tab_side in ["left", "full"]: + rightSide = not useExtra + else: + # alternate the cards + if not useExtra: + rightSide = not self.odd + else: + rightSide = self.odd + + # apply the transforms to get us to the corner of the current card + self.canvas.resetTransforms() + self.canvas.translate(self.options.horizontalMargin, self.options.verticalMargin) + if useExtra: + self.canvas.translate(self.options.back_offset, self.options.back_offset_height) + self.canvas.translate(x * self.options.totalTabWidth, y * self.options.totalTabHeight) + + # actual drawing + if not self.options.tabs_only: + self.drawOutline( + x, y, rightSide, useExtra, card.getType().getTypeNames() == ('Expansion',)) + self.drawTab(card, rightSide) + if not self.options.tabs_only: + self.drawText(card, useExtra) + + def drawSetNames(self, pageCards): + # print sets for this page + self.canvas.saveState() + + try: + # calculate the text height, font size, and orientation + maxFontsize = 12 + minFontsize = 6 + fontname = 'MinionPro-Regular' + font = pdfmetrics.getFont(fontname) + fontHeightRelative = (font.face.ascent + abs(font.face.descent)) / 1000.0 + + canFit = False + + layouts = [{'rotation': 0, + 'minMarginHeight': self.options.minVerticalMargin, + 'totalMarginHeight': self.options.verticalMargin, + 'width': self.options.paperwidth}, + {'rotation': 90, + 'minMarginHeight': self.options.minHorizontalMargin, + 'totalMarginHeight': self.options.horizontalMargin, + 'width': self.options.paperheight}] + + for layout in layouts: + availableMargin = layout[ + 'totalMarginHeight'] - layout['minMarginHeight'] + fontsize = availableMargin / fontHeightRelative + fontsize = min(maxFontsize, fontsize) + if fontsize >= minFontsize: + canFit = True + break + + if not canFit: + import warnings + warnings.warn("Not enough space to display set names") + return + + self.canvas.setFont(fontname, fontsize) + + sets = [] + for c in pageCards: + setTitle = c.cardset.title() + if setTitle not in sets: + sets.append(setTitle) + + # Centered on page + xPos = layout['width'] / 2 + # Place at the very edge of the margin + yPos = layout['minMarginHeight'] + + if layout['rotation']: + self.canvas.rotate(layout['rotation']) + yPos = -yPos + + self.canvas.drawCentredString(xPos, yPos, '/'.join(sets)) + finally: + self.canvas.restoreState() + + def drawDividers(self, cards): + # split into pages + cards = split(cards, self.options.numTabsVertical * self.options.numTabsHorizontal) + + # Starting with tabs on the left or the right? + if self.options.tab_side in ["right-alternate", "right"]: + self.odd = True + else: + # left-alternate, left, full + self.odd = False + + for pageNum, pageCards in enumerate(cards): + # remember whether we start with odd or even divider for tab + # location + pageStartOdd = self.odd + if not self.options.no_page_footer and (not self.options.tabs_only and self.options.order != "global"): + self.drawSetNames(pageCards) + for i, card in enumerate(pageCards): + # print card + x = i % self.options.numTabsHorizontal + y = i / self.options.numTabsHorizontal + self.canvas.saveState() + self.drawDivider(card, x, self.options.numTabsVertical - 1 - y) + self.canvas.restoreState() + self.odd = not self.odd + self.canvas.showPage() + if pageNum + 1 == self.options.num_pages: + break + if self.options.tabs_only or self.options.no_card_backs: + # no set names or card backs for label-only sheets + continue + if not self.options.no_page_footer and self.options.order != "global": + self.drawSetNames(pageCards) + # start at same oddness + self.odd = pageStartOdd + for i, card in enumerate(pageCards): + # print card + x = (self.options.numTabsHorizontal - 1 - i) % self.options.numTabsHorizontal + y = i / self.options.numTabsHorizontal + self.canvas.saveState() + self.drawDivider( + card, x, self.options.numTabsVertical - 1 - y, useExtra=True) + self.canvas.restoreState() + self.odd = not self.odd + self.canvas.showPage() + if pageNum + 1 == self.options.num_pages: + break diff --git a/dominion_dividers.py b/dominion_dividers.py new file mode 100644 index 0000000..a1d4498 --- /dev/null +++ b/dominion_dividers.py @@ -0,0 +1,6 @@ +import domdiv +import os +import sys + +if __name__ == '__main__': + domdiv.main(sys.argv[1:], os.path.dirname(__file__)) diff --git a/dominion_tabs.py b/dominion_tabs.py deleted file mode 100755 index 99e4153..0000000 --- a/dominion_tabs.py +++ /dev/null @@ -1,1101 +0,0 @@ -#!python -import re -from optparse import OptionParser -import os.path -import json -import codecs - -from reportlab.pdfgen import canvas -from reportlab.lib.pagesizes import LETTER, A4 -from reportlab.lib.units import cm -from reportlab.platypus import Paragraph -from reportlab.lib.styles import getSampleStyleSheet -from reportlab.pdfbase.ttfonts import TTFont -from reportlab.pdfbase import pdfmetrics -from reportlab.lib.enums import TA_JUSTIFY - - -def split(l, n): - i = 0 - while i < len(l) - n: - yield l[i:i + n] - i += n - yield l[i:] - - -class Card(object): - - class CardJSONEncoder(json.JSONEncoder): - - def default(self, obj): - if isinstance(obj, Card): - return obj.__dict__ - return json.JSONEncoder.default(self, obj) - - @staticmethod - def decode_json(obj): - return Card(**obj) - - def __init__(self, name, cardset, types, cost, description='', potcost=0, extra=''): - self.name = name.strip() - self.cardset = cardset.strip() - self.types = types - self.cost = cost - self.potcost = potcost - self.description = description - self.extra = extra - - def getType(self): - return DominionTabs.getType(self.types) - - def __repr__(self): - return '"' + self.name + '"' - - def toString(self): - return self.name + ' ' + self.cardset + ' ' + '-'.join(self.types)\ - + ' ' + self.cost + ' ' + self.description + ' ' + self.extra - - def isExpansion(self): - return self.getType().getTypeNames() == ('Expansion',) - - def isEvent(self): - return self.getType().getTypeNames() == ('Event',) - - def isPrize(self): - return 'Prize' in self.getType().getTypeNames() - - def setImage(self): - setImage = DominionTabs.getSetImage(self.cardset, self.name) - if setImage is None and self.cardset not in ['base', 'extra'] and not self.isExpansion(): - print 'warning, no set image for set "%s" card "%s"' % (self.cardset, self.name) - DominionTabs.setImages[self.cardset] = 0 - DominionTabs.promoImages[self.name.lower()] = 0 - return setImage - - def setTextIcon(self): - setTextIcon = DominionTabs.getSetText(self.cardset, self.name) - if setTextIcon is None and self.cardset not in ['base', 'extra'] and not self.isExpansion(): - print 'warning, no set text for set "%s" card "%s"' % (self.cardset, self.name) - DominionTabs.setTextIcons[self.cardset] = 0 - DominionTabs.promoTextIcons[self.name.lower()] = 0 - return setTextIcon - - def isBlank(self): - return False - - -class BlankCard(Card): - - def __init__(self, num): - Card.__init__(self, str(num), 'extra', ('Blank',), 0) - - def isBlank(self): - return True - - -class CardType(object): - - def __init__(self, typeNames, tabImageFile, tabTextHeightOffset=0, tabCostHeightOffset=-1): - self.typeNames = typeNames - self.tabImageFile = tabImageFile - self.tabTextHeightOffset = tabTextHeightOffset - self.tabCostHeightOffset = tabCostHeightOffset - - def getTypeNames(self): - return self.typeNames - - def getTabImageFile(self): - if not self.tabImageFile: - return None - return self.tabImageFile - - def getNoCoinTabImageFile(self): - if not self.tabImageFile: - return None - return ''.join(os.path.splitext(self.tabImageFile)[0] + '_nc' + os.path.splitext(self.tabImageFile)[1]) - - def getTabTextHeightOffset(self): - return self.tabTextHeightOffset - - def getTabCostHeightOffset(self): - return self.tabCostHeightOffset - - -class DominionTabs: - cardTypes = [ - CardType(('Action',), 'action.png'), - CardType(('Action', 'Attack'), 'action.png'), - CardType(('Action', 'Attack', 'Prize'), 'action.png'), - CardType(('Action', 'Reaction'), 'reaction.png'), - CardType(('Action', 'Victory'), 'action-victory.png'), - CardType(('Action', 'Duration'), 'duration.png'), - CardType(('Action', 'Duration', 'Reaction'), 'duration-reaction.png'), - CardType(('Action', 'Attack', 'Duration'), 'duration.png'), - CardType(('Action', 'Looter'), 'action.png'), - CardType(('Action', 'Prize'), 'action.png'), - CardType(('Action', 'Ruins'), 'ruins.png', 0, 1), - CardType(('Action', 'Shelter'), 'action-shelter.png'), - CardType(('Action', 'Attack', 'Looter'), 'action.png'), - CardType(('Action', 'Attack', 'Traveller'), 'action.png'), - CardType(('Action', 'Reserve'), 'reserve.png'), - CardType(('Action', 'Reserve', 'Victory'), 'reserve-victory.png'), - CardType(('Action', 'Traveller'), 'action.png'), - CardType(('Prize',), 'action.png'), - CardType(('Event',), 'event.png'), - CardType(('Reaction',), 'reaction.png'), - CardType(('Reaction', 'Shelter'), 'reaction-shelter.png'), - CardType(('Treasure',), 'treasure.png', 3, 0), - CardType(('Treasure', 'Attack'), 'treasure.png'), - CardType(('Treasure', 'Victory'), 'treasure-victory.png'), - CardType(('Treasure', 'Prize'), 'treasure.png', 3, 0), - CardType(('Treasure', 'Reaction'), 'treasure-reaction.png', 0, 1), - CardType(('Treasure', 'Reserve'), 'reserve-treasure.png'), - CardType(('Victory',), 'victory.png'), - CardType(('Victory', 'Reaction'), 'victory-reaction.png', 0, 1), - CardType(('Victory', 'Shelter'), 'victory-shelter.png'), - CardType(('Curse',), 'curse.png', 3), - CardType(('Expansion',), 'expansion.png', 4), - CardType(('Blank',), '') - ] - - cardTypes = dict(((c.getTypeNames(), c) for c in cardTypes)) - language_mapping = None - - @classmethod - def getType(cls, typespec): - return cls.cardTypes[tuple(typespec)] - - setImages = { - 'dominion': 'base_set.png', - 'intrigue': 'intrigue_set.png', - 'seaside': 'seaside_set.png', - 'prosperity': 'prosperity_set.png', - 'alchemy': 'alchemy_set.png', - 'cornucopia': 'cornucopia_set.png', - 'cornucopia extras': 'cornucopia_set.png', - 'hinterlands': 'hinterlands_set.png', - 'dark ages': 'dark_ages_set.png', - 'dark ages extras': 'dark_ages_set.png', - 'guilds': 'guilds_set.png', - 'adventures': 'adventures_set.png', - 'adventures extras': 'adventures_set.png' - } - promoImages = { - 'walled village': 'walled_village_set.png', - 'stash': 'stash_set.png', - 'governor': 'governor_set.png', - 'black market': 'black_market_set.png', - 'envoy': 'envoy_set.png', - 'prince': 'prince_set.png' - } - - setTextIcons = { - 'dominion': 'D', - 'intrigue': 'I', - 'seaside': 'S', - 'prosperity': 'P', - 'alchemy': 'A', - 'cornucopia': 'C', - 'cornucopia extras': 'C', - 'hinterlands': 'H', - 'dark ages': 'DA', - 'dark ages extras': 'DA', - 'guilds': 'G', - 'adventures': 'Ad', - 'adventures extras': 'Ad' - } - - promoTextIcons = { - 'walled village': '', - 'stash': '', - 'governor': '', - 'black market': '', - 'envoy': '', - 'prince': '' - } - - @classmethod - def getSetImage(cls, setName, cardName): - if setName in cls.setImages: - return cls.setImages[setName] - if cardName.lower() in cls.promoImages: - return cls.promoImages[cardName.lower()] - if setName in cls.language_mapping: - trans = cls.language_mapping[setName] - if trans in cls.setImages: - return cls.setImages[trans] - if cardName in cls.language_mapping: - trans = cls.language_mapping[cardName] - if trans.lower() in cls.promoImages: - return cls.promoImages[trans.lower()] - return None - - @classmethod - def getSetText(cls, setName, cardName): - if setName in cls.setTextIcons: - return cls.setTextIcons[setName] - if cardName.lower() in cls.promoTextIcons: - return cls.promoTextIcons[cardName.lower()] - return None - - def __init__(self): - self.filedir = os.path.dirname(__file__) - self.odd = True - - def add_inline_images(self, text, fontsize): - path = os.path.join(self.filedir, 'images') - replace = '' % ( - path, fontsize * 1.2) - text = re.sub('(\d)\s(c|C)oin(s)?', replace, text) - replace = '' % ( - path, fontsize * 1.2) - text = re.sub('\?\s(c|C)oin(s)?', replace, text) - replace = '' % ( - path, fontsize * 1.5) - text = re.sub('\', replace, text) - return text - - def drawOutline(self, x, y, rightSide, isBack=False, isExpansionDivider=False): - # draw outline or cropmarks - self.canvas.saveState() - self.canvas.setLineWidth(self.options.linewidth) - cropmarksright = (x == self.numTabsHorizontal - 1) - cropmarksleft = (x == 0) - if rightSide: - self.canvas.translate(self.tabWidth, 0) - self.canvas.scale(-1, 1) - if not self.options.cropmarks and not isBack: - # don't draw outline on back, in case lines don't line up with - # front - if isExpansionDivider and self.options.centre_expansion_dividers: - outline = self.expansionTabOutline - else: - outline = self.tabOutline - self.canvas.lines(outline) - elif self.options.cropmarks: - cmw = 0.5 * cm - - # Horizontal-line cropmarks - mirror = cropmarksright and not rightSide or cropmarksleft and rightSide - if mirror: - self.canvas.saveState() - self.canvas.translate(self.tabWidth, 0) - self.canvas.scale(-1, 1) - if cropmarksleft or cropmarksright: - self.canvas.line(-2 * cmw, 0, -cmw, 0) - self.canvas.line(-2 * cmw, - self.tabBaseHeight, -cmw, self.tabBaseHeight) - if y > 0: - self.canvas.line(-2 * cmw, - self.tabHeight, -cmw, self.tabHeight) - if mirror: - self.canvas.restoreState() - - # Vertical-line cropmarks - - # want to always draw the right-edge and middle-label-edge lines.. - # ...and draw the left-edge if this is the first card on the left - - # ...but we need to take mirroring into account, to know "where" - # to draw the left / right lines... - if rightSide: - leftLine = self.tabWidth - rightLine = 0 - else: - leftLine = 0 - rightLine = self.tabWidth - middleLine = self.tabWidth - self.tabLabelWidth - - if y == 0: - self.canvas.line(rightLine, -2 * cmw, rightLine, -cmw) - self.canvas.line(middleLine, -2 * cmw, middleLine, -cmw) - if cropmarksleft: - self.canvas.line(leftLine, -2 * cmw, leftLine, -cmw) - if y == self.numTabsVertical - 1: - self.canvas.line(rightLine, self.tabHeight + cmw, - rightLine, self.tabHeight + 2 * cmw) - self.canvas.line(middleLine, self.tabHeight + cmw, - middleLine, self.tabHeight + 2 * cmw) - if cropmarksleft: - self.canvas.line(leftLine, self.tabHeight + cmw, - leftLine, self.tabHeight + 2 * cmw) - - self.canvas.restoreState() - - def drawCost(self, card, x, y, costOffset=-1): - # base width is 16 (for image) + 2 (1 pt border on each side) - width = 18 - - costHeight = y + costOffset - coinHeight = costHeight - 5 - potHeight = y - 3 - potSize = 11 - - self.canvas.drawImage(os.path.join(self.filedir, 'images', 'coin_small.png'), - x, coinHeight, 16, 16, preserveAspectRatio=True, mask='auto') - if card.potcost: - self.canvas.drawImage(os.path.join(self.filedir, 'images', 'potion.png'), x + 17, - potHeight, potSize, potSize, preserveAspectRatio=True, - mask=[255, 255, 255, 255, 255, 255]) - width += potSize - - self.canvas.setFont('MinionPro-Bold', 12) - cost = str(card.cost) - self.canvas.drawCentredString(x + 8, costHeight, cost) - return width - - def drawSetIcon(self, setImage, x, y): - # set image - self.canvas.drawImage( - os.path.join(self.filedir, 'images', setImage), x, y, 14, 12, mask='auto') - - @classmethod - def nameWidth(self, name, fontSize): - w = 0 - name_parts = name.split() - for i, part in enumerate(name_parts): - if i != 0: - w += pdfmetrics.stringWidth(' ', 'MinionPro-Regular', fontSize) - w += pdfmetrics.stringWidth(part[0], 'MinionPro-Regular', fontSize) - w += pdfmetrics.stringWidth(part[1:], - 'MinionPro-Regular', fontSize - 2) - return w - - def drawTab(self, card, rightSide): - # draw tab flap - self.canvas.saveState() - if card.isExpansion() and self.options.centre_expansion_dividers: - self.canvas.translate(self.tabWidth / 2 - self.tabLabelWidth / 2, - self.tabHeight - self.tabLabelHeight) - elif not rightSide: - self.canvas.translate(self.tabWidth - self.tabLabelWidth, - self.tabHeight - self.tabLabelHeight) - else: - self.canvas.translate(0, self.tabHeight - self.tabLabelHeight) - - # allow for 3 pt border on each side - textWidth = self.tabLabelWidth - 6 - textHeight = 7 - if self.options.no_tab_artwork: - textHeight = 4 - textHeight = self.tabLabelHeight / 2 - textHeight + \ - card.getType().getTabTextHeightOffset() - - # draw banner - img = card.getType().getNoCoinTabImageFile() - if not self.options.no_tab_artwork and img: - self.canvas.drawImage(os.path.join(self.filedir, 'images', img), 1, 0, - self.tabLabelWidth - - 2, self.tabLabelHeight - 1, - preserveAspectRatio=False, anchor='n', mask='auto') - - # draw cost - if not card.isExpansion() and not card.isBlank(): - if 'tab' in self.options.cost: - textInset = 4 - textInset += self.drawCost(card, textInset, textHeight, - card.getType().getTabCostHeightOffset()) - else: - textInset = 6 - else: - textInset = 13 - - # draw set image - # always need to offset from right edge, to make sure it stays on - # banner - textInsetRight = 6 - if self.options.use_text_set_icon: - setImageHeight = card.getType().getTabTextHeightOffset() - setText = card.setTextIcon() - self.canvas.setFont('MinionPro-Oblique', 8) - if setText is None: - setText = "" - - self.canvas.drawCentredString(self.tabLabelWidth - 10, textHeight + 2, setText) - textInsetRight = 15 - else: - setImage = card.setImage() - if setImage and 'tab' in self.options.set_icon: - setImageHeight = 3 + card.getType().getTabTextHeightOffset() - - self.drawSetIcon(setImage, self.tabLabelWidth - 20, - setImageHeight) - - textInsetRight = 20 - - # draw name - fontSize = 12 - name = card.name.upper() - - textWidth -= textInset - textWidth -= textInsetRight - - width = self.nameWidth(name, fontSize) - while width > textWidth and fontSize > 8: - fontSize -= .01 - # print 'decreasing font size for tab of',name,'now',fontSize - width = self.nameWidth(name, fontSize) - tooLong = width > textWidth - if tooLong: - name_lines = name.partition(' / ') - if name_lines[1]: - name_lines = (name_lines[0] + ' /', name_lines[2]) - else: - name_lines = name.split(None, 1) - else: - name_lines = [name] - # if tooLong: - # print name - - for linenum, line in enumerate(name_lines): - h = textHeight - if tooLong and len(name_lines) > 1: - if linenum == 0: - h += h / 2 - else: - h -= h / 2 - - words = line.split() - if (not self.options.tab_name_align == "right") and (self.options.tab_name_align == "centre" or - rightSide or - not self.options.tab_name_align == "edge"): - if self.options.tab_name_align == "centre": - w = self.tabLabelWidth / 2 - self.nameWidth(line, fontSize) / 2 - else: - w = textInset - - def drawWordPiece(text, fontSize): - self.canvas.setFont('MinionPro-Regular', fontSize) - if text != ' ': - self.canvas.drawString(w, h, text) - return pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) - for i, word in enumerate(words): - if i != 0: - w += drawWordPiece(' ', fontSize) - w += drawWordPiece(word[0], fontSize) - w += drawWordPiece(word[1:], fontSize - 2) - else: - # align text to the right if tab is on right side, to make - # tabs easier to read when grouped together extra 3pt is for - # space between text + set symbol - - w = self.tabLabelWidth - textInsetRight - 3 - words.reverse() - - def drawWordPiece(text, fontSize): - self.canvas.setFont('MinionPro-Regular', fontSize) - if text != ' ': - self.canvas.drawRightString(w, h, text) - return -pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) - for i, word in enumerate(words): - w += drawWordPiece(word[1:], fontSize - 2) - w += drawWordPiece(word[0], fontSize) - if i != len(words) - 1: - w += drawWordPiece(' ', fontSize) - self.canvas.restoreState() - - def drawText(self, card, useExtra=False): - usedHeight = 0 - totalHeight = self.tabHeight - self.tabLabelHeight - - drewTopIcon = False - if 'body-top' in self.options.cost and not card.isExpansion(): - self.drawCost(card, cm / 4.0, totalHeight - 0.5 * cm) - drewTopIcon = True - - if 'body-top' in self.options.set_icon and not card.isExpansion(): - setImage = card.setImage() - if setImage: - self.drawSetIcon(setImage, self.tabWidth - 16, - totalHeight - 0.5 * cm - 3) - drewTopIcon = True - if drewTopIcon: - usedHeight += 15 - - if self.options.no_card_rules: - return - - # draw text - if useExtra and card.extra: - descriptions = (card.extra,) - else: - descriptions = re.split("\n", card.description) - - s = getSampleStyleSheet()['BodyText'] - s.fontName = "Times-Roman" - s.alignment = TA_JUSTIFY - - textHorizontalMargin = .5 * cm - textVerticalMargin = .3 * cm - textBoxWidth = self.tabWidth - 2 * textHorizontalMargin - textBoxHeight = totalHeight - usedHeight - 2 * textVerticalMargin - spacerHeight = 0.2 * cm - minSpacerHeight = 0.05 * cm - - while True: - paragraphs = [] - # this accounts for the spacers we insert between paragraphs - h = (len(descriptions) - 1) * spacerHeight - for d in descriptions: - dmod = self.add_inline_images(d, s.fontSize) - p = Paragraph(dmod, s) - h += p.wrap(textBoxWidth, textBoxHeight)[1] - paragraphs.append(p) - - if h <= textBoxHeight or s.fontSize <= 1 or s.leading <= 1: - break - else: - s.fontSize -= 1 - s.leading -= 1 - spacerHeight = max(spacerHeight - 1, minSpacerHeight) - - h = totalHeight - usedHeight - textVerticalMargin - for p in paragraphs: - h -= p.height - p.drawOn(self.canvas, textHorizontalMargin, h) - h -= spacerHeight - - def drawDivider(self, card, x, y, useExtra=False): - # figure out whether the tab should go on the right side or not - if self.options.tab_side == "right": - rightSide = useExtra - elif self.options.tab_side in ["left", "full"]: - rightSide = not useExtra - else: - # alternate the cards - if not useExtra: - rightSide = not self.odd - else: - rightSide = self.odd - - # apply the transforms to get us to the corner of the current card - self.canvas.resetTransforms() - self.canvas.translate(self.horizontalMargin, self.verticalMargin) - if useExtra: - self.canvas.translate(self.options.back_offset, self.options.back_offset_height) - self.canvas.translate(x * self.totalTabWidth, y * self.totalTabHeight) - - # actual drawing - if not self.options.tabs_only: - self.drawOutline( - x, y, rightSide, useExtra, card.getType().getTypeNames() == ('Expansion',)) - self.drawTab(card, rightSide) - if not self.options.tabs_only: - self.drawText(card, useExtra) - - def drawSetNames(self, pageCards): - # print sets for this page - self.canvas.saveState() - - try: - # calculate the text height, font size, and orientation - maxFontsize = 12 - minFontsize = 6 - fontname = 'MinionPro-Regular' - font = pdfmetrics.getFont(fontname) - fontHeightRelative = (font.face.ascent + abs(font.face.descent)) / 1000.0 - - canFit = False - - layouts = [{'rotation': 0, - 'minMarginHeight': self.minVerticalMargin, - 'totalMarginHeight': self.verticalMargin, - 'width': self.paperwidth}, - {'rotation': 90, - 'minMarginHeight': self.minHorizontalMargin, - 'totalMarginHeight': self.horizontalMargin, - 'width': self.paperheight}] - - for layout in layouts: - availableMargin = layout[ - 'totalMarginHeight'] - layout['minMarginHeight'] - fontsize = availableMargin / fontHeightRelative - fontsize = min(maxFontsize, fontsize) - if fontsize >= minFontsize: - canFit = True - break - - if not canFit: - import warnings - warnings.warn("Not enough space to display set names") - return - - self.canvas.setFont(fontname, fontsize) - - sets = [] - for c in pageCards: - setTitle = c.cardset.title() - if setTitle not in sets: - sets.append(setTitle) - - # Centered on page - xPos = layout['width'] / 2 - # Place at the very edge of the margin - yPos = layout['minMarginHeight'] - - if layout['rotation']: - self.canvas.rotate(layout['rotation']) - yPos = -yPos - - self.canvas.drawCentredString(xPos, yPos, '/'.join(sets)) - finally: - self.canvas.restoreState() - - def drawDividers(self, cards): - # split into pages - cards = split(cards, self.numTabsVertical * self.numTabsHorizontal) - - # Starting with tabs on the left or the right? - if self.options.tab_side in ["right-alternate", "right"]: - self.odd = True - else: - # left-alternate, left, full - self.odd = False - - for pageNum, pageCards in enumerate(cards): - # remember whether we start with odd or even divider for tab - # location - pageStartOdd = self.odd - if not self.options.no_page_footer and (not self.options.tabs_only and self.options.order != "global"): - self.drawSetNames(pageCards) - for i, card in enumerate(pageCards): - # print card - x = i % self.numTabsHorizontal - y = i / self.numTabsHorizontal - self.canvas.saveState() - self.drawDivider(card, x, self.numTabsVertical - 1 - y) - self.canvas.restoreState() - self.odd = not self.odd - self.canvas.showPage() - if pageNum + 1 == self.options.num_pages: - break - if self.options.tabs_only or self.options.no_card_backs: - # no set names or card backs for label-only sheets - continue - if not self.options.no_page_footer and self.options.order != "global": - self.drawSetNames(pageCards) - # start at same oddness - self.odd = pageStartOdd - for i, card in enumerate(pageCards): - # print card - x = (self.numTabsHorizontal - 1 - i) % self.numTabsHorizontal - y = i / self.numTabsHorizontal - self.canvas.saveState() - self.drawDivider( - card, x, self.numTabsVertical - 1 - y, useExtra=True) - self.canvas.restoreState() - self.odd = not self.odd - self.canvas.showPage() - if pageNum + 1 == self.options.num_pages: - break - - LOCATION_CHOICES = ["tab", "body-top", "hide"] - NAME_ALIGN_CHOICES = ["left", "right", "centre", "edge"] - TAB_SIDE_CHOICES = ["left", "right", "left-alternate", "right-alternate", "full"] - - @classmethod - def parse_opts(cls, argstring): - parser = OptionParser() - parser.add_option("--back_offset", type="float", dest="back_offset", default=0, - help="Points to offset the back page to the right; needed for some printers") - parser.add_option("--back_offset_height", type="float", dest="back_offset_height", default=0, - help="Points to offset the back page upward; needed for some printers") - parser.add_option("--orientation", type="choice", choices=["horizontal", "vertical"], - dest="orientation", default="horizontal", - help="horizontal or vertical, default:horizontal") - parser.add_option("--sleeved", action="store_true", - dest="sleeved", help="use --size=sleeved instead") - parser.add_option("--size", type="string", dest="size", default='normal', - help="'<%f>x<%f>' (size in cm), or 'normal' = '9.1x5.9', or 'sleeved' = '9.4x6.15'") - parser.add_option("--minmargin", type="string", dest="minmargin", default="1x1", - help="'<%f>x<%f>' (size in cm, left/right, top/bottom), default: 1x1") - parser.add_option("--papersize", type="string", dest="papersize", default=None, - help="'<%f>x<%f>' (size in cm), or 'A4', or 'LETTER'") - parser.add_option("--tab_name_align", type="choice", choices=DominionTabs.NAME_ALIGN_CHOICES + ["center"], - dest="tab_name_align", default="left", - help="Alignment of text on the tab. choices: left, right, centre (or center), edge." - " The edge option will align the card name to the outside edge of the" - " tab, so that when using tabs on alternating sides," - " the name is less likely to be hidden by the tab in front" - " (edge will revert to left when tab_side is full since there is no edge in that case);" - " default:left") - parser.add_option("--tab_side", type="choice", choices=DominionTabs.TAB_SIDE_CHOICES, - dest="tab_side", default="right-alternate", - help="Alignment of tab. choices: left, right, left-alternate, right-alternate, full;" - " left/right forces all tabs to left/right side;" - " left-alternate will start on the left and then toggle between left and right for the tabs;" - " right-alternate will start on the right and then toggle between right and left for the tabs;" # noqa - " full will force all label tabs to be full width of the divider" - " default:right-alternate") - parser.add_option("--tabwidth", type="float", default=4, - help="width in cm of stick-up tab (ignored if tab_side is full or tabs-only is used)") - parser.add_option("--cost", action="append", type="choice", - choices=cls.LOCATION_CHOICES, default=[], - help="where to display the card cost; may be set to" - " 'hide' to indicate it should not be displayed, or" - " given multiple times to show it in multiple" - " places; valid values are: %s; defaults to 'tab'" - % ", ".join("'%s'" % x for x in cls.LOCATION_CHOICES)) - parser.add_option("--set_icon", action="append", type="choice", - choices=cls.LOCATION_CHOICES, default=[], - help="where to display the set icon; may be set to" - " 'hide' to indicate it should not be displayed, or" - " given multiple times to show it in multiple" - " places; valid values are: %s; defaults to 'tab'" - % ", ".join("'%s'" % x for x in cls.LOCATION_CHOICES)) - parser.add_option("--expansions", action="append", type="string", - help="subset of dominion expansions to produce tabs for") - parser.add_option("--cropmarks", action="store_true", dest="cropmarks", - help="print crop marks on both sides, rather than tab outlines on one") - parser.add_option("--linewidth", type="float", default=.1, - help="width of lines for card outlines/crop marks") - parser.add_option("--write_json", action="store_true", dest="write_json", - help="write json version of card definitions and extras") - parser.add_option("--tabs-only", action="store_true", dest="tabs_only", - help="draw only tabs to be printed on labels, no divider outlines") - parser.add_option("--order", type="choice", choices=["expansion", "global"], dest="order", - help="sort order for the cards, whether by expansion or globally alphabetical") - parser.add_option("--expansion_dividers", action="store_true", dest="expansion_dividers", - help="add dividers describing each expansion set") - parser.add_option("--base_cards_with_expansion", action="store_true", - help='print the base cards as part of the expansion; ie, a divider for "Silver"' - ' will be printed as both a "Dominion" card and as an "Intrigue" card; if this' - ' option is not given, all base cards are placed in their own "Base" expansion') - parser.add_option("--centre_expansion_dividers", action="store_true", dest="centre_expansion_dividers", - help='centre the tabs on expansion dividers') - parser.add_option("--num_pages", type="int", default=-1, - help="stop generating after this many pages, -1 for all") - parser.add_option("--language", default='en_us', help="language of card texts") - parser.add_option("--include_blanks", action="store_true", - help="include a few dividers with extra text") - parser.add_option("--exclude_events", action="store_true", - default=False, help="exclude individual dividers for events") - parser.add_option("--special_card_groups", action="store_true", - default=False, help="group some cards under special dividers (e.g. Shelters, Prizes)") - parser.add_option("--exclude_prizes", action="store_true", - default=False, help="exclude individual dividers for prizes (cornucopia)") - parser.add_option("--cardlist", type="string", dest="cardlist", default=None, - help="Path to file that enumerates each card to be printed on its own line.") - parser.add_option("--no-tab-artwork", action="store_true", dest="no_tab_artwork", - help="don't show background artwork on tabs") - parser.add_option("--no-card-rules", action="store_true", dest="no_card_rules", - help="don't print the card's rules on the tab body") - parser.add_option("--use-text-set-icon", action="store_true", dest="use_text_set_icon", - help="use text/letters to represent a card's set instead of the set icon") - parser.add_option("--no-page-footer", action="store_true", dest="no_page_footer", - help="don't print the set name at the bottom of the page.") - parser.add_option("--no-card-backs", action="store_true", dest="no_card_backs", - help="don't print the back page of the card sheets.") - - options, args = parser.parse_args(argstring) - if not options.cost: - options.cost = ['tab'] - if not options.set_icon: - options.set_icon = ['tab'] - return options, args - - def main(self, argstring): - options, args = DominionTabs.parse_opts(argstring) - fname = None - if args: - fname = args[0] - return self.generate(options, fname) - - def parseDimensions(self, dimensionsStr): - x, y = dimensionsStr.upper().split('X', 1) - return (float(x) * cm, float(y) * cm) - - def generate_sample(self, options): - import cStringIO - from wand.image import Image - buf = cStringIO.StringIO() - options.num_pages = 1 - self.generate(options, buf) - with Image(blob=buf.getvalue()) as sample: - sample.format = 'png' - sample.save(filename='sample.png') - - def generate(self, options, f): - self.options = options - size = self.options.size.upper() - if size == 'SLEEVED' or self.options.sleeved: - dominionCardWidth, dominionCardHeight = (9.4 * cm, 6.15 * cm) - print 'Using sleeved card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - elif size in ['NORMAL', 'UNSLEEVED']: - dominionCardWidth, dominionCardHeight = (9.1 * cm, 5.9 * cm) - print 'Using normal card size, %.2fcm x%.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - else: - dominionCardWidth, dominionCardHeight = self.parseDimensions(size) - print 'Using custom card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - - papersize = None - if not self.options.papersize: - if os.path.exists("/etc/papersize"): - papersize = open("/etc/papersize").readline().upper() - else: - papersize = 'LETTER' - else: - papersize = self.options.papersize.upper() - - if papersize == 'A4': - print "Using A4 sized paper." - self.paperwidth, self.paperheight = A4 - elif papersize == 'LETTER': - print "Using letter sized paper." - self.paperwidth, self.paperheight = LETTER - else: - self.paperwidth, self.paperheight = self.parseDimensions(papersize) - print 'Using custom paper size, %.2fcm x %.2fcm' % (self.paperwidth / cm, self.paperheight / cm) - - self.cardlist = None - if self.options.cardlist: - print self.options.cardlist - self.cardlist = set() - with open(self.options.cardlist) as cardfile: - for line in cardfile: - self.cardlist.add(line.strip()) - - if self.options.orientation == "vertical": - self.tabWidth, self.tabBaseHeight = dominionCardHeight, dominionCardWidth - else: - self.tabWidth, self.tabBaseHeight = dominionCardWidth, dominionCardHeight - - if self.options.tab_name_align == "center": - self.options.tab_name_align = "centre" - - if self.options.tab_side == "full" and self.options.tab_name_align == "edge": - # This case does not make sense since there are two tab edges in this case. So picking left edge. - print >>sys.stderr, "** Warning: Aligning card name as 'left' for 'full' tabs **" - self.options.tab_name_align == "left" - - fixedMargins = False - if self.options.tabs_only: - # fixed for Avery 8867 for now - minmarginwidth = 0.86 * cm # was 0.76 - minmarginheight = 1.37 * cm # was 1.27 - self.tabLabelHeight = 1.07 * cm # was 1.27 - self.tabLabelWidth = 4.24 * cm # was 4.44 - self.horizontalBorderSpace = 0.96 * cm # was 0.76 - self.verticalBorderSpace = 0.20 * cm # was 0.01 - self.tabBaseHeight = 0 - self.tabWidth = self.tabLabelWidth - fixedMargins = True - else: - minmarginwidth, minmarginheight = self.parseDimensions( - self.options.minmargin) - if self.options.tab_side == "full": - self.tabLabelWidth = self.tabWidth - else: - self.tabLabelWidth = self.options.tabwidth * cm - self.tabLabelHeight = .9 * cm - self.horizontalBorderSpace = 0 * cm - self.verticalBorderSpace = 0 * cm - - self.tabHeight = self.tabBaseHeight + self.tabLabelHeight - - # note: this is convenient, but somewhat inaccurate as the border space - # isn't actually part of the tab width - self.totalTabWidth = self.tabWidth + self.horizontalBorderSpace - self.totalTabHeight = self.tabHeight + self.verticalBorderSpace - - # as we don't draw anything in the final border, it shouldn't count towards how many tabs we can fit - # so it gets added back in to the page size here - numTabsVerticalP = int( - (self.paperheight - 2 * minmarginheight + self.verticalBorderSpace) / self.totalTabHeight) - numTabsHorizontalP = int( - (self.paperwidth - 2 * minmarginwidth + self.horizontalBorderSpace) / self.totalTabWidth) - numTabsVerticalL = int( - (self.paperwidth - 2 * minmarginwidth + self.verticalBorderSpace) / self.totalTabHeight) - numTabsHorizontalL = int( - (self.paperheight - 2 * minmarginheight + self.horizontalBorderSpace) / self.totalTabWidth) - - if numTabsVerticalL * numTabsHorizontalL > numTabsVerticalP * numTabsHorizontalP and not fixedMargins: - self.numTabsVertical, self.numTabsHorizontal\ - = numTabsVerticalL, numTabsHorizontalL - self.paperheight, self.paperwidth = self.paperwidth, self.paperheight - self.minHorizontalMargin = minmarginheight - self.minVerticalMargin = minmarginwidth - else: - self.numTabsVertical, self.numTabsHorizontal\ - = numTabsVerticalP, numTabsHorizontalP - self.minHorizontalMargin = minmarginwidth - self.minVerticalMargin = minmarginheight - - print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(self.paperwidth / cm, self.paperheight / cm) - print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(self.totalTabWidth / cm, self.totalTabHeight / cm) - print '{} dividers horizontally, {} vertically'.format(self.numTabsHorizontal, self.numTabsVertical) - - if not fixedMargins: - # dynamically max margins - self.horizontalMargin = ( - self.paperwidth - self.numTabsHorizontal * self.totalTabWidth) / 2 - self.verticalMargin = ( - self.paperheight - self.numTabsVertical * self.totalTabHeight) / 2 - else: - self.horizontalMargin = minmarginwidth - self.verticalMargin = minmarginheight - - print "Margins: {:.2f}cm h, {:.2f}cm v\n".format(self.horizontalMargin / cm, - self.verticalMargin / cm) - - self.tabOutline = [(0, 0, self.tabWidth, 0), - (self.tabWidth, 0, self.tabWidth, self.tabHeight), - (self.tabWidth, self.tabHeight, - self.tabWidth - self.tabLabelWidth, self.tabHeight), - (self.tabWidth - self.tabLabelWidth, - self.tabHeight, self.tabWidth - self.tabLabelWidth, - self.tabBaseHeight), - (self.tabWidth - self.tabLabelWidth, - self.tabBaseHeight, 0, self.tabBaseHeight), - (0, self.tabBaseHeight, 0, 0)] - - self.expansionTabOutline = [(0, 0, self.tabWidth, 0), - (self.tabWidth, 0, self.tabWidth, - self.tabBaseHeight), - (self.tabWidth, self.tabBaseHeight, - self.tabWidth / 2 + self.tabLabelWidth / 2, self.tabBaseHeight), - (self.tabWidth / 2 + self.tabLabelWidth / 2, self.tabBaseHeight, - self.tabWidth / 2 + self.tabLabelWidth / 2, self.tabHeight), - (self.tabWidth / 2 + self.tabLabelWidth / 2, self.tabHeight, - self.tabWidth / 2 - self.tabLabelWidth / 2, self.tabHeight), - (self.tabWidth / 2 - self.tabLabelWidth / 2, self.tabHeight, - self.tabWidth / 2 - self.tabLabelWidth / 2, self.tabBaseHeight), - (self.tabWidth / 2 - self.tabLabelWidth / 2, self.tabBaseHeight, - 0, self.tabBaseHeight), - (0, self.tabBaseHeight, 0, 0)] - - try: - dirn = os.path.join(self.filedir, 'fonts') - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', os.path.join(dirn, 'MinionPro-Regular.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', os.path.join(dirn, 'MinionPro-Bold.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Oblique', os.path.join(dirn, 'MinionPro-It.ttf'))) - except: - raise - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - - data_dir = os.path.join(self.filedir, "card_db", options.language) - card_db_filepath = os.path.join(data_dir, "cards.json") - with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: - cards = json.load(cardfile, object_hook=Card.decode_json) - - language_mapping_filepath = os.path.join(data_dir, "mapping.json") - with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: - DominionTabs.language_mapping = json.load(mapping_file) - - - if options.write_json: - fpath = os.path.join(self.filedir, "card_db", options.language, "cards.json") - with codecs.open(fpath, 'w', encoding='utf-8') as ofile: - json.dump(cards, - ofile, - cls=Card.CardJSONEncoder, - ensure_ascii=False, - indent=True, - sort_keys=True) - - baseCards = [ - card.name for card in cards if card.cardset.lower() == 'base'] - - def isBaseExpansionCard(card): - return card.cardset.lower() != 'base' and card.name in baseCards - - if self.options.base_cards_with_expansion: - cards = [card for card in cards if card.cardset.lower() != 'base'] - else: - cards = [card for card in cards if not isBaseExpansionCard(card)] - - if self.options.special_card_groups: - # Load the card groups file - card_groups_file = os.path.join(data_dir, "card_groups.json") - with codecs.open(card_groups_file, 'r', 'utf-8') as cardgroup_file: - card_groups = json.load(cardgroup_file) - # pull out any cards which are a subcard, and rename the master card - new_cards = [] - all_subcards = [] - for subs in [card_groups[x]["subcards"] for x in card_groups]: - all_subcards += subs - for card in cards: - if card.name in card_groups.keys(): - card.name = card_groups[card.name]["new_name"] - elif card.name in all_subcards: - continue - new_cards.append(card) - cards = new_cards - - if self.options.expansions: - self.options.expansions = [o.lower() - for o in self.options.expansions] - reverseMapping = { - v: k for k, v in DominionTabs.language_mapping.iteritems()} - self.options.expansions = [ - reverseMapping.get(e, e) for e in self.options.expansions] - filteredCards = [] - knownExpansions = set() - for c in cards: - knownExpansions.add(c.cardset) - if next((e for e in self.options.expansions if c.cardset.startswith(e)), None): - filteredCards.append(c) - unknownExpansions = set(self.options.expansions) - knownExpansions - if unknownExpansions: - print "Error - unknown expansion(s): %s" % ", ".join(unknownExpansions) - return - - cards = filteredCards - - if self.options.exclude_events: - cards = [card for card in cards if not card.isEvent() or card.name == 'Events'] - - if self.options.exclude_prizes: - cards = [card for card in cards if not card.isPrize()] - - if self.cardlist: - cards = [card for card in cards if card.name in self.cardlist] - - if options.expansion_dividers: - cardnamesByExpansion = {} - for c in cards: - if isBaseExpansionCard(c): - continue - cardnamesByExpansion.setdefault( - c.cardset, []).append(c.name.strip()) - for exp, names in cardnamesByExpansion.iteritems(): - c = Card( - exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) - cards.append(c) - - # When sorting cards, want to always put "base" cards after all - # kingdom cards, and order the base cards in a set order - the - # order they are listed in the database (ie, all normal treasures - # by worth, then potion, then all normal VP cards by worth, then - # trash) - def baseIndex(name): - try: - return baseCards.index(name) - except Exception: - return -1 - - if options.order == "global": - sortKey = lambda x: ( - int(x.isExpansion()), baseIndex(x.name), x.name) - else: - sortKey = lambda x: ( - x.cardset, int(x.isExpansion()), baseIndex(x.name), x.name) - cards.sort(key=sortKey) - - if not f: - f = "dominion_tabs.pdf" - self.canvas = canvas.Canvas( - f, pagesize=(self.paperwidth, self.paperheight)) - self.drawDividers(cards) - self.canvas.save() - -if __name__ == '__main__': - import sys - tabs = DominionTabs() - tabs.main(sys.argv[1:]) diff --git a/setup.py b/setup.py index d14f2b6..fab034d 100644 --- a/setup.py +++ b/setup.py @@ -8,15 +8,19 @@ use_setuptools() setup( name="dominiontabs", version=__version__, - scripts=["dominion_tabs.py"], - packages=find_packages(), + entry_points={ + 'console_scripts': [ + "dominion_dividers = domdiv.main:main" + ], + }, + packages=find_packages(exclude=['tests']), install_requires=["reportlab>=2.5", "Pillow>=2.1.0"], package_data={ - '': ['*.txt', '*.png'] + 'domdiv': ['images/*.png', 'card_db/*/*.json'] }, author="Sumpfork", author_email="sumpfork@mailmight.net", - description="Tab Divider Generation for the Dominion Card Game" + description="Divider Generation for the Dominion Card Game" ) diff --git a/tests/__init__.py b/tests/__init__.py new file mode 100644 index 0000000..e69de29 From c28ce069d34c454f6d76caa95e4ea3fab405202a Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 10 Nov 2015 16:47:42 -0800 Subject: [PATCH 14/23] add travis CI config --- .travis.yml | 8 ++++++++ 1 file changed, 8 insertions(+) create mode 100644 .travis.yml diff --git a/.travis.yml b/.travis.yml new file mode 100644 index 0000000..79ddbf6 --- /dev/null +++ b/.travis.yml @@ -0,0 +1,8 @@ +language: python +python: + - "2.7" +# command to install dependencies +install: + - pip install . +# command to run tests +script: nosetests From 9ab83ac4c89901b8978262c92d9f6c96c96ea069 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 10 Nov 2015 17:00:26 -0800 Subject: [PATCH 15/23] switch to new setuptools version --- distribute_setup.py | 515 -------------------------------------------- ez_setup.py | 391 +++++++++++++++++++++++++++++++++ setup.py | 2 +- 3 files changed, 392 insertions(+), 516 deletions(-) delete mode 100644 distribute_setup.py create mode 100644 ez_setup.py diff --git a/distribute_setup.py b/distribute_setup.py deleted file mode 100644 index 8f5b063..0000000 --- a/distribute_setup.py +++ /dev/null @@ -1,515 +0,0 @@ -#!python -"""Bootstrap distribute installation - -If you want to use setuptools in your package's setup.py, just include this -file in the same directory with it, and add this to the top of your setup.py:: - - from distribute_setup import use_setuptools - use_setuptools() - -If you want to require a specific version of setuptools, set a download -mirror, or use an alternate download directory, you can do so by supplying -the appropriate options to ``use_setuptools()``. - -This file can also be run as a script to install or upgrade setuptools. -""" -import os -import sys -import time -import fnmatch -import tempfile -import tarfile -from distutils import log - -try: - from site import USER_SITE -except ImportError: - USER_SITE = None - -try: - import subprocess - - def _python_cmd(*args): - args = (sys.executable,) + args - return subprocess.call(args) == 0 - -except ImportError: - # will be used for python 2.3 - def _python_cmd(*args): - args = (sys.executable,) + args - # quoting arguments if windows - if sys.platform == 'win32': - def quote(arg): - if ' ' in arg: - return '"%s"' % arg - return arg - args = [quote(arg) for arg in args] - return os.spawnl(os.P_WAIT, sys.executable, *args) == 0 - -DEFAULT_VERSION = "0.6.28" -DEFAULT_URL = "http://pypi.python.org/packages/source/d/distribute/" -SETUPTOOLS_FAKED_VERSION = "0.6c11" - -SETUPTOOLS_PKG_INFO = """\ -Metadata-Version: 1.0 -Name: setuptools -Version: %s -Summary: xxxx -Home-page: xxx -Author: xxx -Author-email: xxx -License: xxx -Description: xxx -""" % SETUPTOOLS_FAKED_VERSION - - -def _install(tarball, install_args=()): - # extracting the tarball - tmpdir = tempfile.mkdtemp() - log.warn('Extracting in %s', tmpdir) - old_wd = os.getcwd() - try: - os.chdir(tmpdir) - tar = tarfile.open(tarball) - _extractall(tar) - tar.close() - - # going in the directory - subdir = os.path.join(tmpdir, os.listdir(tmpdir)[0]) - os.chdir(subdir) - log.warn('Now working in %s', subdir) - - # installing - log.warn('Installing Distribute') - if not _python_cmd('setup.py', 'install', *install_args): - log.warn('Something went wrong during the installation.') - log.warn('See the error message above.') - finally: - os.chdir(old_wd) - - -def _build_egg(egg, tarball, to_dir): - # extracting the tarball - tmpdir = tempfile.mkdtemp() - log.warn('Extracting in %s', tmpdir) - old_wd = os.getcwd() - try: - os.chdir(tmpdir) - tar = tarfile.open(tarball) - _extractall(tar) - tar.close() - - # going in the directory - subdir = os.path.join(tmpdir, os.listdir(tmpdir)[0]) - os.chdir(subdir) - log.warn('Now working in %s', subdir) - - # building an egg - log.warn('Building a Distribute egg in %s', to_dir) - _python_cmd('setup.py', '-q', 'bdist_egg', '--dist-dir', to_dir) - - finally: - os.chdir(old_wd) - # returning the result - log.warn(egg) - if not os.path.exists(egg): - raise IOError('Could not build the egg.') - - -def _do_download(version, download_base, to_dir, download_delay): - egg = os.path.join(to_dir, 'distribute-%s-py%d.%d.egg' - % (version, sys.version_info[0], sys.version_info[1])) - if not os.path.exists(egg): - tarball = download_setuptools(version, download_base, - to_dir, download_delay) - _build_egg(egg, tarball, to_dir) - sys.path.insert(0, egg) - import setuptools - setuptools.bootstrap_install_from = egg - - -def use_setuptools(version=DEFAULT_VERSION, download_base=DEFAULT_URL, - to_dir=os.curdir, download_delay=15, no_fake=True): - # making sure we use the absolute path - to_dir = os.path.abspath(to_dir) - was_imported = 'pkg_resources' in sys.modules or \ - 'setuptools' in sys.modules - try: - try: - import pkg_resources - if not hasattr(pkg_resources, '_distribute'): - if not no_fake: - _fake_setuptools() - raise ImportError - except ImportError: - return _do_download(version, download_base, to_dir, download_delay) - try: - pkg_resources.require("distribute>=" + version) - return - except pkg_resources.VersionConflict: - e = sys.exc_info()[1] - if was_imported: - sys.stderr.write( - "The required version of distribute (>=%s) is not available,\n" - "and can't be installed while this script is running. Please\n" - "install a more recent version first, using\n" - "'easy_install -U distribute'." - "\n\n(Currently using %r)\n" % (version, e.args[0])) - sys.exit(2) - else: - del pkg_resources, sys.modules['pkg_resources'] # reload ok - return _do_download(version, download_base, to_dir, - download_delay) - except pkg_resources.DistributionNotFound: - return _do_download(version, download_base, to_dir, - download_delay) - finally: - if not no_fake: - _create_fake_setuptools_pkg_info(to_dir) - - -def download_setuptools(version=DEFAULT_VERSION, download_base=DEFAULT_URL, - to_dir=os.curdir, delay=15): - """Download distribute from a specified location and return its filename - - `version` should be a valid distribute version number that is available - as an egg for download under the `download_base` URL (which should end - with a '/'). `to_dir` is the directory where the egg will be downloaded. - `delay` is the number of seconds to pause before an actual download - attempt. - """ - # making sure we use the absolute path - to_dir = os.path.abspath(to_dir) - try: - from urllib.request import urlopen - except ImportError: - from urllib2 import urlopen - tgz_name = "distribute-%s.tar.gz" % version - url = download_base + tgz_name - saveto = os.path.join(to_dir, tgz_name) - src = dst = None - if not os.path.exists(saveto): # Avoid repeated downloads - try: - log.warn("Downloading %s", url) - src = urlopen(url) - # Read/write all in one block, so we don't create a corrupt file - # if the download is interrupted. - data = src.read() - dst = open(saveto, "wb") - dst.write(data) - finally: - if src: - src.close() - if dst: - dst.close() - return os.path.realpath(saveto) - - -def _no_sandbox(function): - def __no_sandbox(*args, **kw): - try: - from setuptools.sandbox import DirectorySandbox - if not hasattr(DirectorySandbox, '_old'): - def violation(*args): - pass - DirectorySandbox._old = DirectorySandbox._violation - DirectorySandbox._violation = violation - patched = True - else: - patched = False - except ImportError: - patched = False - - try: - return function(*args, **kw) - finally: - if patched: - DirectorySandbox._violation = DirectorySandbox._old - del DirectorySandbox._old - - return __no_sandbox - - -def _patch_file(path, content): - """Will backup the file then patch it""" - existing_content = open(path).read() - if existing_content == content: - # already patched - log.warn('Already patched.') - return False - log.warn('Patching...') - _rename_path(path) - f = open(path, 'w') - try: - f.write(content) - finally: - f.close() - return True - -_patch_file = _no_sandbox(_patch_file) - - -def _same_content(path, content): - return open(path).read() == content - - -def _rename_path(path): - new_name = path + '.OLD.%s' % time.time() - log.warn('Renaming %s into %s', path, new_name) - os.rename(path, new_name) - return new_name - - -def _remove_flat_installation(placeholder): - if not os.path.isdir(placeholder): - log.warn('Unkown installation at %s', placeholder) - return False - found = False - for file in os.listdir(placeholder): - if fnmatch.fnmatch(file, 'setuptools*.egg-info'): - found = True - break - if not found: - log.warn('Could not locate setuptools*.egg-info') - return - - log.warn('Removing elements out of the way...') - pkg_info = os.path.join(placeholder, file) - if os.path.isdir(pkg_info): - patched = _patch_egg_dir(pkg_info) - else: - patched = _patch_file(pkg_info, SETUPTOOLS_PKG_INFO) - - if not patched: - log.warn('%s already patched.', pkg_info) - return False - # now let's move the files out of the way - for element in ('setuptools', 'pkg_resources.py', 'site.py'): - element = os.path.join(placeholder, element) - if os.path.exists(element): - _rename_path(element) - else: - log.warn('Could not find the %s element of the ' - 'Setuptools distribution', element) - return True - -_remove_flat_installation = _no_sandbox(_remove_flat_installation) - - -def _after_install(dist): - log.warn('After install bootstrap.') - placeholder = dist.get_command_obj('install').install_purelib - _create_fake_setuptools_pkg_info(placeholder) - - -def _create_fake_setuptools_pkg_info(placeholder): - if not placeholder or not os.path.exists(placeholder): - log.warn('Could not find the install location') - return - pyver = '%s.%s' % (sys.version_info[0], sys.version_info[1]) - setuptools_file = 'setuptools-%s-py%s.egg-info' % \ - (SETUPTOOLS_FAKED_VERSION, pyver) - pkg_info = os.path.join(placeholder, setuptools_file) - if os.path.exists(pkg_info): - log.warn('%s already exists', pkg_info) - return - - if not os.access(pkg_info, os.W_OK): - log.warn("Don't have permissions to write %s, skipping", pkg_info) - - log.warn('Creating %s', pkg_info) - f = open(pkg_info, 'w') - try: - f.write(SETUPTOOLS_PKG_INFO) - finally: - f.close() - - pth_file = os.path.join(placeholder, 'setuptools.pth') - log.warn('Creating %s', pth_file) - f = open(pth_file, 'w') - try: - f.write(os.path.join(os.curdir, setuptools_file)) - finally: - f.close() - -_create_fake_setuptools_pkg_info = _no_sandbox( - _create_fake_setuptools_pkg_info -) - - -def _patch_egg_dir(path): - # let's check if it's already patched - pkg_info = os.path.join(path, 'EGG-INFO', 'PKG-INFO') - if os.path.exists(pkg_info): - if _same_content(pkg_info, SETUPTOOLS_PKG_INFO): - log.warn('%s already patched.', pkg_info) - return False - _rename_path(path) - os.mkdir(path) - os.mkdir(os.path.join(path, 'EGG-INFO')) - pkg_info = os.path.join(path, 'EGG-INFO', 'PKG-INFO') - f = open(pkg_info, 'w') - try: - f.write(SETUPTOOLS_PKG_INFO) - finally: - f.close() - return True - -_patch_egg_dir = _no_sandbox(_patch_egg_dir) - - -def _before_install(): - log.warn('Before install bootstrap.') - _fake_setuptools() - - -def _under_prefix(location): - if 'install' not in sys.argv: - return True - args = sys.argv[sys.argv.index('install') + 1:] - for index, arg in enumerate(args): - for option in ('--root', '--prefix'): - if arg.startswith('%s=' % option): - top_dir = arg.split('root=')[-1] - return location.startswith(top_dir) - elif arg == option: - if len(args) > index: - top_dir = args[index + 1] - return location.startswith(top_dir) - if arg == '--user' and USER_SITE is not None: - return location.startswith(USER_SITE) - return True - - -def _fake_setuptools(): - log.warn('Scanning installed packages') - try: - import pkg_resources - except ImportError: - # we're cool - log.warn('Setuptools or Distribute does not seem to be installed.') - return - ws = pkg_resources.working_set - try: - setuptools_dist = ws.find( - pkg_resources.Requirement.parse('setuptools', replacement=False) - ) - except TypeError: - # old distribute API - setuptools_dist = ws.find( - pkg_resources.Requirement.parse('setuptools') - ) - - if setuptools_dist is None: - log.warn('No setuptools distribution found') - return - # detecting if it was already faked - setuptools_location = setuptools_dist.location - log.warn('Setuptools installation detected at %s', setuptools_location) - - # if --root or --preix was provided, and if - # setuptools is not located in them, we don't patch it - if not _under_prefix(setuptools_location): - log.warn('Not patching, --root or --prefix is installing Distribute' - ' in another location') - return - - # let's see if its an egg - if not setuptools_location.endswith('.egg'): - log.warn('Non-egg installation') - res = _remove_flat_installation(setuptools_location) - if not res: - return - else: - log.warn('Egg installation') - pkg_info = os.path.join(setuptools_location, 'EGG-INFO', 'PKG-INFO') - if (os.path.exists(pkg_info) and - _same_content(pkg_info, SETUPTOOLS_PKG_INFO)): - log.warn('Already patched.') - return - log.warn('Patching...') - # let's create a fake egg replacing setuptools one - res = _patch_egg_dir(setuptools_location) - if not res: - return - log.warn('Patched done.') - _relaunch() - - -def _relaunch(): - log.warn('Relaunching...') - # we have to relaunch the process - # pip marker to avoid a relaunch bug - _cmd = ['-c', 'install', '--single-version-externally-managed'] - if sys.argv[:3] == _cmd: - sys.argv[0] = 'setup.py' - args = [sys.executable] + sys.argv - sys.exit(subprocess.call(args)) - - -def _extractall(self, path=".", members=None): - """Extract all members from the archive to the current working - directory and set owner, modification time and permissions on - directories afterwards. `path' specifies a different directory - to extract to. `members' is optional and must be a subset of the - list returned by getmembers(). - """ - import copy - import operator - from tarfile import ExtractError - directories = [] - - if members is None: - members = self - - for tarinfo in members: - if tarinfo.isdir(): - # Extract directories with a safe mode. - directories.append(tarinfo) - tarinfo = copy.copy(tarinfo) - tarinfo.mode = 448 # decimal for oct 0700 - self.extract(tarinfo, path) - - # Reverse sort directories. - if sys.version_info < (2, 4): - def sorter(dir1, dir2): - return cmp(dir1.name, dir2.name) - directories.sort(sorter) - directories.reverse() - else: - directories.sort(key=operator.attrgetter('name'), reverse=True) - - # Set correct owner, mtime and filemode on directories. - for tarinfo in directories: - dirpath = os.path.join(path, tarinfo.name) - try: - self.chown(tarinfo, dirpath) - self.utime(tarinfo, dirpath) - self.chmod(tarinfo, dirpath) - except ExtractError: - e = sys.exc_info()[1] - if self.errorlevel > 1: - raise - else: - self._dbg(1, "tarfile: %s" % e) - - -def _build_install_args(argv): - install_args = [] - user_install = '--user' in argv - if user_install and sys.version_info < (2, 6): - log.warn("--user requires Python 2.6 or later") - raise SystemExit(1) - if user_install: - install_args.append('--user') - return install_args - - -def main(argv, version=DEFAULT_VERSION): - """Install or upgrade setuptools and EasyInstall""" - tarball = download_setuptools() - _install(tarball, _build_install_args(argv)) - - -if __name__ == '__main__': - main(sys.argv[1:]) diff --git a/ez_setup.py b/ez_setup.py new file mode 100644 index 0000000..50e0dfc --- /dev/null +++ b/ez_setup.py @@ -0,0 +1,391 @@ +#!/usr/bin/env python + +""" +Setuptools bootstrapping installer. + +Run this script to install or upgrade setuptools. +""" + +import os +import shutil +import sys +import tempfile +import zipfile +import optparse +import subprocess +import platform +import textwrap +import contextlib +import warnings + +from distutils import log + +try: + from urllib.request import urlopen +except ImportError: + from urllib2 import urlopen + +try: + from site import USER_SITE +except ImportError: + USER_SITE = None + +DEFAULT_VERSION = "18.5" +DEFAULT_URL = "https://pypi.python.org/packages/source/s/setuptools/" +DEFAULT_SAVE_DIR = os.curdir + + +def _python_cmd(*args): + """ + Execute a command. + + Return True if the command succeeded. + """ + args = (sys.executable,) + args + return subprocess.call(args) == 0 + + +def _install(archive_filename, install_args=()): + """Install Setuptools.""" + with archive_context(archive_filename): + # installing + log.warn('Installing Setuptools') + if not _python_cmd('setup.py', 'install', *install_args): + log.warn('Something went wrong during the installation.') + log.warn('See the error message above.') + # exitcode will be 2 + return 2 + + +def _build_egg(egg, archive_filename, to_dir): + """Build Setuptools egg.""" + with archive_context(archive_filename): + # building an egg + log.warn('Building a Setuptools egg in %s', to_dir) + _python_cmd('setup.py', '-q', 'bdist_egg', '--dist-dir', to_dir) + # returning the result + log.warn(egg) + if not os.path.exists(egg): + raise IOError('Could not build the egg.') + + +class ContextualZipFile(zipfile.ZipFile): + + """Supplement ZipFile class to support context manager for Python 2.6.""" + + def __enter__(self): + return self + + def __exit__(self, type, value, traceback): + self.close() + + def __new__(cls, *args, **kwargs): + """Construct a ZipFile or ContextualZipFile as appropriate.""" + if hasattr(zipfile.ZipFile, '__exit__'): + return zipfile.ZipFile(*args, **kwargs) + return super(ContextualZipFile, cls).__new__(cls) + + +@contextlib.contextmanager +def archive_context(filename): + """ + Unzip filename to a temporary directory, set to the cwd. + + The unzipped target is cleaned up after. + """ + tmpdir = tempfile.mkdtemp() + log.warn('Extracting in %s', tmpdir) + old_wd = os.getcwd() + try: + os.chdir(tmpdir) + with ContextualZipFile(filename) as archive: + archive.extractall() + + # going in the directory + subdir = os.path.join(tmpdir, os.listdir(tmpdir)[0]) + os.chdir(subdir) + log.warn('Now working in %s', subdir) + yield + + finally: + os.chdir(old_wd) + shutil.rmtree(tmpdir) + + +def _do_download(version, download_base, to_dir, download_delay): + """Download Setuptools.""" + egg = os.path.join(to_dir, 'setuptools-%s-py%d.%d.egg' + % (version, sys.version_info[0], sys.version_info[1])) + if not os.path.exists(egg): + archive = download_setuptools(version, download_base, + to_dir, download_delay) + _build_egg(egg, archive, to_dir) + sys.path.insert(0, egg) + + # Remove previously-imported pkg_resources if present (see + # https://bitbucket.org/pypa/setuptools/pull-request/7/ for details). + if 'pkg_resources' in sys.modules: + del sys.modules['pkg_resources'] + + import setuptools + setuptools.bootstrap_install_from = egg + + +def use_setuptools( + version=DEFAULT_VERSION, download_base=DEFAULT_URL, + to_dir=DEFAULT_SAVE_DIR, download_delay=15): + """ + Ensure that a setuptools version is installed. + + Return None. Raise SystemExit if the requested version + or later cannot be installed. + """ + to_dir = os.path.abspath(to_dir) + + # prior to importing, capture the module state for + # representative modules. + rep_modules = 'pkg_resources', 'setuptools' + imported = set(sys.modules).intersection(rep_modules) + + try: + import pkg_resources + pkg_resources.require("setuptools>=" + version) + # a suitable version is already installed + return + except ImportError: + # pkg_resources not available; setuptools is not installed; download + pass + except pkg_resources.DistributionNotFound: + # no version of setuptools was found; allow download + pass + except pkg_resources.VersionConflict as VC_err: + if imported: + _conflict_bail(VC_err, version) + + # otherwise, unload pkg_resources to allow the downloaded version to + # take precedence. + del pkg_resources + _unload_pkg_resources() + + return _do_download(version, download_base, to_dir, download_delay) + + +def _conflict_bail(VC_err, version): + """ + Setuptools was imported prior to invocation, so it is + unsafe to unload it. Bail out. + """ + conflict_tmpl = textwrap.dedent(""" + The required version of setuptools (>={version}) is not available, + and can't be installed while this script is running. Please + install a more recent version first, using + 'easy_install -U setuptools'. + + (Currently using {VC_err.args[0]!r}) + """) + msg = conflict_tmpl.format(**locals()) + sys.stderr.write(msg) + sys.exit(2) + + +def _unload_pkg_resources(): + del_modules = [ + name for name in sys.modules + if name.startswith('pkg_resources') + ] + for mod_name in del_modules: + del sys.modules[mod_name] + + +def _clean_check(cmd, target): + """ + Run the command to download target. + + If the command fails, clean up before re-raising the error. + """ + try: + subprocess.check_call(cmd) + except subprocess.CalledProcessError: + if os.access(target, os.F_OK): + os.unlink(target) + raise + + +def download_file_powershell(url, target): + """ + Download the file at url to target using Powershell. + + Powershell will validate trust. + Raise an exception if the command cannot complete. + """ + target = os.path.abspath(target) + ps_cmd = ( + "[System.Net.WebRequest]::DefaultWebProxy.Credentials = " + "[System.Net.CredentialCache]::DefaultCredentials; " + "(new-object System.Net.WebClient).DownloadFile(%(url)r, %(target)r)" + % vars() + ) + cmd = [ + 'powershell', + '-Command', + ps_cmd, + ] + _clean_check(cmd, target) + + +def has_powershell(): + """Determine if Powershell is available.""" + if platform.system() != 'Windows': + return False + cmd = ['powershell', '-Command', 'echo test'] + with open(os.path.devnull, 'wb') as devnull: + try: + subprocess.check_call(cmd, stdout=devnull, stderr=devnull) + except Exception: + return False + return True +download_file_powershell.viable = has_powershell + + +def download_file_curl(url, target): + cmd = ['curl', url, '--silent', '--output', target] + _clean_check(cmd, target) + + +def has_curl(): + cmd = ['curl', '--version'] + with open(os.path.devnull, 'wb') as devnull: + try: + subprocess.check_call(cmd, stdout=devnull, stderr=devnull) + except Exception: + return False + return True +download_file_curl.viable = has_curl + + +def download_file_wget(url, target): + cmd = ['wget', url, '--quiet', '--output-document', target] + _clean_check(cmd, target) + + +def has_wget(): + cmd = ['wget', '--version'] + with open(os.path.devnull, 'wb') as devnull: + try: + subprocess.check_call(cmd, stdout=devnull, stderr=devnull) + except Exception: + return False + return True +download_file_wget.viable = has_wget + + +def download_file_insecure(url, target): + """Use Python to download the file, without connection authentication.""" + src = urlopen(url) + try: + # Read all the data in one block. + data = src.read() + finally: + src.close() + + # Write all the data in one block to avoid creating a partial file. + with open(target, "wb") as dst: + dst.write(data) +download_file_insecure.viable = lambda: True + + +def get_best_downloader(): + downloaders = ( + download_file_powershell, + download_file_curl, + download_file_wget, + download_file_insecure, + ) + viable_downloaders = (dl for dl in downloaders if dl.viable()) + return next(viable_downloaders, None) + + +def download_setuptools( + version=DEFAULT_VERSION, download_base=DEFAULT_URL, + to_dir=DEFAULT_SAVE_DIR, delay=15, + downloader_factory=get_best_downloader): + """ + Download setuptools from a specified location and return its filename. + + `version` should be a valid setuptools version number that is available + as an sdist for download under the `download_base` URL (which should end + with a '/'). `to_dir` is the directory where the egg will be downloaded. + `delay` is the number of seconds to pause before an actual download + attempt. + + ``downloader_factory`` should be a function taking no arguments and + returning a function for downloading a URL to a target. + """ + # making sure we use the absolute path + to_dir = os.path.abspath(to_dir) + zip_name = "setuptools-%s.zip" % version + url = download_base + zip_name + saveto = os.path.join(to_dir, zip_name) + if not os.path.exists(saveto): # Avoid repeated downloads + log.warn("Downloading %s", url) + downloader = downloader_factory() + downloader(url, saveto) + return os.path.realpath(saveto) + + +def _build_install_args(options): + """ + Build the arguments to 'python setup.py install' on the setuptools package. + + Returns list of command line arguments. + """ + return ['--user'] if options.user_install else [] + + +def _parse_args(): + """Parse the command line for options.""" + parser = optparse.OptionParser() + parser.add_option( + '--user', dest='user_install', action='store_true', default=False, + help='install in user site package (requires Python 2.6 or later)') + parser.add_option( + '--download-base', dest='download_base', metavar="URL", + default=DEFAULT_URL, + help='alternative URL from where to download the setuptools package') + parser.add_option( + '--insecure', dest='downloader_factory', action='store_const', + const=lambda: download_file_insecure, default=get_best_downloader, + help='Use internal, non-validating downloader' + ) + parser.add_option( + '--version', help="Specify which version to download", + default=DEFAULT_VERSION, + ) + parser.add_option( + '--to-dir', + help="Directory to save (and re-use) package", + default=DEFAULT_SAVE_DIR, + ) + options, args = parser.parse_args() + # positional arguments are ignored + return options + + +def _download_args(options): + """Return args for download_setuptools function from cmdline args.""" + return dict( + version=options.version, + download_base=options.download_base, + downloader_factory=options.downloader_factory, + to_dir=options.to_dir, + ) + + +def main(): + """Install or upgrade setuptools and EasyInstall.""" + options = _parse_args() + archive = download_setuptools(**_download_args(options)) + return _install(archive, _build_install_args(options)) + +if __name__ == '__main__': + sys.exit(main()) diff --git a/setup.py b/setup.py index fab034d..58b135e 100644 --- a/setup.py +++ b/setup.py @@ -1,5 +1,5 @@ from __init__ import __version__ -from distribute_setup import use_setuptools +from ez_setup import use_setuptools from setuptools import setup, find_packages use_setuptools() From 14262141753c5a39bcb5fcc855dfabb0408bf6ef Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Tue, 10 Nov 2015 17:02:34 -0800 Subject: [PATCH 16/23] travis fix --- .travis.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.travis.yml b/.travis.yml index 79ddbf6..34b80d0 100644 --- a/.travis.yml +++ b/.travis.yml @@ -3,6 +3,7 @@ python: - "2.7" # command to install dependencies install: + - pip install -U setuptools - pip install . # command to run tests script: nosetests From 489f467bcefb6c001ab01bbe317aa13d4cff6330 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Thu, 19 Nov 2015 10:31:18 -0800 Subject: [PATCH 17/23] more refactoring, renaming, unifying --- __init__.py | 2 +- domdiv/__init__.py | 98 +++++++++++++++++++++++++++------------------- domdiv/draw.py | 15 +++---- 3 files changed, 66 insertions(+), 49 deletions(-) diff --git a/__init__.py b/__init__.py index aa285b8..8d0c2c4 100644 --- a/__init__.py +++ b/__init__.py @@ -1,3 +1,3 @@ # main package -__version__ = '1.9.1' +__version__ = '2.0' diff --git a/domdiv/__init__.py b/domdiv/__init__.py index af71d0b..699a533 100644 --- a/domdiv/__init__.py +++ b/domdiv/__init__.py @@ -2,6 +2,7 @@ from optparse import OptionParser import os import codecs import json +import sys from reportlab.lib.pagesizes import LETTER, A4 from reportlab.lib.units import cm @@ -138,26 +139,15 @@ def generate_sample(options): sample.save(filename='sample.png') -def generate(options, data_path, f): - size = options.size.upper() - if size == 'SLEEVED' or options.sleeved: - dominionCardWidth, dominionCardHeight = (9.4 * cm, 6.15 * cm) - print 'Using sleeved card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - elif size in ['NORMAL', 'UNSLEEVED']: - dominionCardWidth, dominionCardHeight = (9.1 * cm, 5.9 * cm) - print 'Using normal card size, %.2fcm x%.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - else: - dominionCardWidth, dominionCardHeight = parseDimensions(size) - print 'Using custom card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, dominionCardHeight / cm) - +def parse_papersize(spec): papersize = None - if not options.papersize: + if not spec: if os.path.exists("/etc/papersize"): papersize = open("/etc/papersize").readline().upper() else: papersize = 'LETTER' else: - papersize = options.papersize.upper() + papersize = spec.upper() if papersize == 'A4': print "Using A4 sized paper." @@ -169,6 +159,33 @@ def generate(options, data_path, f): paperwidth, paperheight = parseDimensions(papersize) print 'Using custom paper size, %.2fcm x %.2fcm' % (paperwidth / cm, paperheight / cm) + return paperwidth, paperheight + + +def parse_cardsize(spec, sleeved): + spec = spec.upper() + if spec == 'SLEEVED' or sleeved: + dominionCardWidth, dominionCardHeight = (9.4 * cm, 6.15 * cm) + print 'Using sleeved card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, + dominionCardHeight / cm) + elif spec in ['NORMAL', 'UNSLEEVED']: + dominionCardWidth, dominionCardHeight = (9.1 * cm, 5.9 * cm) + print 'Using normal card size, %.2fcm x%.2fcm' % (dominionCardWidth / cm, + dominionCardHeight / cm) + else: + dominionCardWidth, dominionCardHeight = parseDimensions(spec) + print 'Using custom card size, %.2fcm x %.2fcm' % (dominionCardWidth / cm, + dominionCardHeight / cm) + return dominionCardWidth, dominionCardHeight + + +def generate(options, data_path, f): + + add_opt(options, 'data_path', data_path) + + dominionCardWidth, dominionCardHeight = parse_cardsize(options.size, options.sleeved) + paperwidth, paperheight = parse_papersize(options.papersize) + cardlist = None if options.cardlist: print options.cardlist @@ -178,9 +195,9 @@ def generate(options, data_path, f): cardlist.add(line.strip()) if options.orientation == "vertical": - tabWidth, tabBaseHeight = dominionCardHeight, dominionCardWidth + dividerWidth, dividerBaseHeight = dominionCardHeight, dominionCardWidth else: - tabWidth, tabBaseHeight = dominionCardWidth, dominionCardHeight + dividerWidth, dividerBaseHeight = dominionCardWidth, dominionCardHeight if options.tab_name_align == "center": options.tab_name_align = "centre" @@ -195,47 +212,46 @@ def generate(options, data_path, f): # fixed for Avery 8867 for now minmarginwidth = 0.86 * cm # was 0.76 minmarginheight = 1.37 * cm # was 1.27 - tabLabelHeight = 1.07 * cm # was 1.27 - tabLabelWidth = 4.24 * cm # was 4.44 + labelHeight = 1.07 * cm # was 1.27 + labelWidth = 4.24 * cm # was 4.44 horizontalBorderSpace = 0.96 * cm # was 0.76 verticalBorderSpace = 0.20 * cm # was 0.01 - tabBaseHeight = 0 - tabWidth = tabLabelWidth + dividerBaseHeight = 0 + dividerWidth = labelWidth fixedMargins = True else: minmarginwidth, minmarginheight = parseDimensions( options.minmargin) if options.tab_side == "full": - tabLabelWidth = tabWidth + labelWidth = dividerWidth else: - tabLabelWidth = options.tabwidth * cm - tabLabelHeight = .9 * cm + labelWidth = options.tabwidth * cm + labelHeight = .9 * cm horizontalBorderSpace = 0 * cm verticalBorderSpace = 0 * cm - tabHeight = tabBaseHeight + tabLabelHeight + dividerHeight = dividerBaseHeight + labelHeight - # note: this is convenient, but somewhat inaccurate as the border space - # isn't actually part of the tab width - add_opt(options, 'dividerWidth', tabWidth) - add_opt(options, 'dividerHeight', tabHeight) - add_opt(options, 'totalTabWidth', tabWidth + horizontalBorderSpace) - add_opt(options, 'totalTabHeight', tabHeight + verticalBorderSpace) - add_opt(options, 'labelWidth', tabLabelWidth) - add_opt(options, 'labelHeight', tabLabelHeight) + add_opt(options, 'dividerWidth', dividerWidth) + add_opt(options, 'dividerHeight', dividerHeight) + add_opt(options, 'dividerWidthReserved', dividerWidth + horizontalBorderSpace) + add_opt(options, 'dividerHeightReserved', dividerHeight + verticalBorderSpace) + add_opt(options, 'labelWidth', labelWidth) + add_opt(options, 'labelHeight', labelHeight) # as we don't draw anything in the final border, it shouldn't count towards how many tabs we can fit # so it gets added back in to the page size here numTabsVerticalP = int( - (paperheight - 2 * minmarginheight + verticalBorderSpace) / options.totalTabHeight) + (paperheight - 2 * minmarginheight + verticalBorderSpace) / options.dividerHeightReserved) numTabsHorizontalP = int( - (paperwidth - 2 * minmarginwidth + horizontalBorderSpace) / options.totalTabWidth) + (paperwidth - 2 * minmarginwidth + horizontalBorderSpace) / options.dividerWidthReserved) numTabsVerticalL = int( - (paperwidth - 2 * minmarginwidth + verticalBorderSpace) / options.totalTabHeight) + (paperwidth - 2 * minmarginwidth + verticalBorderSpace) / options.dividerHeightReserved) numTabsHorizontalL = int( - (paperheight - 2 * minmarginheight + horizontalBorderSpace) / options.totalTabWidth) + (paperheight - 2 * minmarginheight + horizontalBorderSpace) / options.dividerWidthReserved) - if numTabsVerticalL * numTabsHorizontalL > numTabsVerticalP * numTabsHorizontalP and not fixedMargins: + if ((numTabsVerticalL * numTabsHorizontalL > + numTabsVerticalP * numTabsHorizontalP) and not fixedMargins): add_opt(options, 'numTabsVertical', numTabsVerticalL) add_opt(options, 'numTabsHorizontal', numTabsHorizontalL) add_opt(options, 'paperheight', paperwidth) @@ -252,8 +268,8 @@ def generate(options, data_path, f): print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.paperwidth / cm, options.paperheight / cm) - print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.totalTabWidth / cm, - options.totalTabHeight / cm) + print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.dividerWidthReserved / cm, + options.dividerHeightReserved / cm) print '{} dividers horizontally, {} vertically'.format(options.numTabsHorizontal, options.numTabsVertical) @@ -261,10 +277,10 @@ def generate(options, data_path, f): # dynamically max margins add_opt(options, 'horizontalMargin', (options.paperwidth - - options.numTabsHorizontal * options.totalTabWidth) / 2) + options.numTabsHorizontal * options.dividerWidthReserved) / 2) add_opt(options, 'verticalMargin', (options.paperheight - - options.numTabsVertical * options.totalTabHeight) / 2) + options.numTabsVertical * options.dividerHeightReserved) / 2) else: add_opt(options, 'horizontalMargin', minmarginwidth) add_opt(options, 'verticalMargin', minmarginheight) diff --git a/domdiv/draw.py b/domdiv/draw.py index c53783c..ad92f8e 100644 --- a/domdiv/draw.py +++ b/domdiv/draw.py @@ -62,7 +62,7 @@ class DividerDrawer(object): self.canvas.save() def add_inline_images(self, text, fontsize): - path = 'images' + path = os.path.join(self.options.data_path, 'images') replace = '' % ( path, fontsize * 1.2) text = re.sub('(\d)\s(c|C)oin(s)?', replace, text) @@ -103,7 +103,7 @@ class DividerDrawer(object): if cropmarksleft or cropmarksright: self.canvas.line(-2 * cmw, 0, -cmw, 0) self.canvas.line(-2 * cmw, - self.tabBaseHeight, -cmw, self.tabBaseHeight) + self.dividerHeight, -cmw, self.dividerHeight) if y > 0: self.canvas.line(-2 * cmw, self.options.dividerHeight, -cmw, self.options.dividerHeight) @@ -150,10 +150,10 @@ class DividerDrawer(object): potHeight = y - 3 potSize = 11 - self.canvas.drawImage(os.path.join('images', 'coin_small.png'), + self.canvas.drawImage(os.path.join(self.options.data_path, 'images', 'coin_small.png'), x, coinHeight, 16, 16, preserveAspectRatio=True, mask='auto') if card.potcost: - self.canvas.drawImage(os.path.join('images', 'potion.png'), x + 17, + self.canvas.drawImage(os.path.join(self.options.data_path, 'images', 'potion.png'), x + 17, potHeight, potSize, potSize, preserveAspectRatio=True, mask=[255, 255, 255, 255, 255, 255]) width += potSize @@ -166,7 +166,7 @@ class DividerDrawer(object): def drawSetIcon(self, setImage, x, y): # set image self.canvas.drawImage( - os.path.join('images', setImage), x, y, 14, 12, mask='auto') + os.path.join(self.options.data_path, 'images', setImage), x, y, 14, 12, mask='auto') @classmethod def nameWidth(self, name, fontSize): @@ -203,7 +203,7 @@ class DividerDrawer(object): # draw banner img = card.getType().getNoCoinTabImageFile() if not self.options.no_tab_artwork and img: - self.canvas.drawImage(os.path.join('images', img), 1, 0, + self.canvas.drawImage(os.path.join(self.options.data_path, 'images', img), 1, 0, self.options.labelWidth - 2, self.options.labelHeight - 1, preserveAspectRatio=False, anchor='n', mask='auto') @@ -392,7 +392,8 @@ class DividerDrawer(object): self.canvas.translate(self.options.horizontalMargin, self.options.verticalMargin) if useExtra: self.canvas.translate(self.options.back_offset, self.options.back_offset_height) - self.canvas.translate(x * self.options.totalTabWidth, y * self.options.totalTabHeight) + self.canvas.translate(x * self.options.dividerWidthReserved, + y * self.options.dividerHeightReserved) # actual drawing if not self.options.tabs_only: From b8871471a688afd8438ca30ae862f2f7d1b5458a Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Thu, 19 Nov 2015 17:19:43 -0800 Subject: [PATCH 18/23] more refactoring --- domdiv/__init__.py | 321 ++++++++++++++++++++++++--------------------- domdiv/draw.py | 18 +-- 2 files changed, 182 insertions(+), 157 deletions(-) diff --git a/domdiv/__init__.py b/domdiv/__init__.py index 699a533..0c41d18 100644 --- a/domdiv/__init__.py +++ b/domdiv/__init__.py @@ -179,20 +179,160 @@ def parse_cardsize(spec, sleeved): return dominionCardWidth, dominionCardHeight -def generate(options, data_path, f): +def read_write_card_data(options): + try: + dirn = os.path.join(options.data_path, 'fonts') + pdfmetrics.registerFont( + TTFont('MinionPro-Regular', os.path.join(dirn, 'MinionPro-Regular.ttf'))) + pdfmetrics.registerFont( + TTFont('MinionPro-Bold', os.path.join(dirn, 'MinionPro-Bold.ttf'))) + pdfmetrics.registerFont( + TTFont('MinionPro-Oblique', os.path.join(dirn, 'MinionPro-It.ttf'))) + except: + raise + pdfmetrics.registerFont( + TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) + pdfmetrics.registerFont( + TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - add_opt(options, 'data_path', data_path) + data_dir = os.path.join(options.data_path, "card_db", options.language) + card_db_filepath = os.path.join(data_dir, "cards.json") + with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: + cards = json.load(cardfile, object_hook=Card.decode_json) - dominionCardWidth, dominionCardHeight = parse_cardsize(options.size, options.sleeved) - paperwidth, paperheight = parse_papersize(options.papersize) + language_mapping_filepath = os.path.join(data_dir, "mapping.json") + with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: + Card.language_mapping = json.load(mapping_file) + + if options.write_json: + fpath = "cards.json" + with codecs.open(fpath, 'w', encoding='utf-8') as ofile: + json.dump(cards, + ofile, + cls=Card.CardJSONEncoder, + ensure_ascii=False, + indent=True, + sort_keys=True) + return cards + + +class CardSorter(object): + + def __init__(self, order, baseCards): + self.order = order + if order == "global": + self.sort_key = self.global_sort_key + else: + self.sort_key = self.by_expansion_sort_key + + self.baseCards = baseCards + + # When sorting cards, want to always put "base" cards after all + # kingdom cards, and order the base cards in a set order - the + # order they are listed in the database (ie, all normal treasures + # by worth, then potion, then all normal VP cards by worth, then + # trash) + def baseIndex(self, name): + try: + return self.baseCards.index(name) + except Exception: + return -1 + + def isBaseExpansionCard(self, card): + return card.cardset.lower() != 'base' and card.name in self.baseCards + + def global_sort_key(self, card): + return int(card.isExpansion()), self.baseIndex(card.name), card.name + + def by_expansion_sort_key(self, card): + return card.cardset, int(card.isExpansion()), self.baseIndex(card.name), card.name + + def __call__(self, card): + return self.sort_key(card) + + +def filter_sort_cards(cards, options): + + cardSorter = CardSorter(options.order, + [card.name for card in cards if card.cardset.lower() == 'base']) + if options.base_cards_with_expansion: + cards = [card for card in cards if card.cardset.lower() != 'base'] + else: + cards = [card for card in cards if not cardSorter.isBaseExpansionCard(card)] + + if options.special_card_groups: + # Load the card groups file + card_groups_file = os.path.join(options.data_dir, "card_groups.json") + with codecs.open(card_groups_file, 'r', 'utf-8') as cardgroup_file: + card_groups = json.load(cardgroup_file) + # pull out any cards which are a subcard, and rename the master card + new_cards = [] + all_subcards = [] + for subs in [card_groups[x]["subcards"] for x in card_groups]: + all_subcards += subs + for card in cards: + if card.name in card_groups.keys(): + card.name = card_groups[card.name]["new_name"] + elif card.name in all_subcards: + continue + new_cards.append(card) + cards = new_cards + + if options.expansions: + options.expansions = [o.lower() + for o in options.expansions] + reverseMapping = { + v: k for k, v in Card.language_mapping.iteritems()} + options.expansions = [ + reverseMapping.get(e, e) for e in options.expansions] + filteredCards = [] + knownExpansions = set() + for c in cards: + knownExpansions.add(c.cardset) + if next((e for e in options.expansions if c.cardset.startswith(e)), None): + filteredCards.append(c) + unknownExpansions = set(options.expansions) - knownExpansions + if unknownExpansions: + print "Error - unknown expansion(s): %s" % ", ".join(unknownExpansions) + return + + cards = filteredCards + + if options.exclude_events: + cards = [card for card in cards if not card.isEvent() or card.name == 'Events'] + + if options.exclude_prizes: + cards = [card for card in cards if not card.isPrize()] - cardlist = None if options.cardlist: - print options.cardlist cardlist = set() with open(options.cardlist) as cardfile: for line in cardfile: cardlist.add(line.strip()) + if cardlist: + cards = [card for card in cards if card.name in cardlist] + + if options.expansion_dividers: + cardnamesByExpansion = {} + for c in cards: + if cardSorter.isBaseExpansionCard(c): + continue + cardnamesByExpansion.setdefault( + c.cardset, []).append(c.name.strip()) + for exp, names in cardnamesByExpansion.iteritems(): + c = Card( + exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) + cards.append(c) + + cards.sort(key=cardSorter) + + return cards + + +def calculate_layout(options): + + dominionCardWidth, dominionCardHeight = parse_cardsize(options.size, options.sleeved) + paperwidth, paperheight = parse_papersize(options.papersize) if options.orientation == "vertical": dividerWidth, dividerBaseHeight = dominionCardHeight, dominionCardWidth @@ -241,176 +381,61 @@ def generate(options, data_path, f): # as we don't draw anything in the final border, it shouldn't count towards how many tabs we can fit # so it gets added back in to the page size here - numTabsVerticalP = int( + numDividersVerticalP = int( (paperheight - 2 * minmarginheight + verticalBorderSpace) / options.dividerHeightReserved) - numTabsHorizontalP = int( + numDividersHorizontalP = int( (paperwidth - 2 * minmarginwidth + horizontalBorderSpace) / options.dividerWidthReserved) - numTabsVerticalL = int( + numDividersVerticalL = int( (paperwidth - 2 * minmarginwidth + verticalBorderSpace) / options.dividerHeightReserved) - numTabsHorizontalL = int( + numDividersHorizontalL = int( (paperheight - 2 * minmarginheight + horizontalBorderSpace) / options.dividerWidthReserved) - if ((numTabsVerticalL * numTabsHorizontalL > - numTabsVerticalP * numTabsHorizontalP) and not fixedMargins): - add_opt(options, 'numTabsVertical', numTabsVerticalL) - add_opt(options, 'numTabsHorizontal', numTabsHorizontalL) + if ((numDividersVerticalL * numDividersHorizontalL > + numDividersVerticalP * numDividersHorizontalP) and not fixedMargins): + add_opt(options, 'numDividersVertical', numDividersVerticalL) + add_opt(options, 'numDividersHorizontal', numDividersHorizontalL) add_opt(options, 'paperheight', paperwidth) add_opt(options, 'paperwidth', paperheight) add_opt(options, 'minHorizontalMargin', minmarginheight) add_opt(options, 'minVerticalMargin', minmarginwidth) else: - add_opt(options, 'numTabsVertical', numTabsVerticalP) - add_opt(options, 'numTabsHorizontal', numTabsHorizontalP) + add_opt(options, 'numDividersVertical', numDividersVerticalP) + add_opt(options, 'numDividersHorizontal', numDividersHorizontalP) add_opt(options, 'paperheight', paperheight) add_opt(options, 'paperwidth', paperwidth) add_opt(options, 'minHorizontalMargin', minmarginheight) add_opt(options, 'minVerticalMargin', minmarginwidth) - print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.paperwidth / cm, - options.paperheight / cm) - print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.dividerWidthReserved / cm, - options.dividerHeightReserved / cm) - print '{} dividers horizontally, {} vertically'.format(options.numTabsHorizontal, - options.numTabsVertical) - if not fixedMargins: # dynamically max margins add_opt(options, 'horizontalMargin', (options.paperwidth - - options.numTabsHorizontal * options.dividerWidthReserved) / 2) + options.numDividersHorizontal * options.dividerWidthReserved) / 2) add_opt(options, 'verticalMargin', (options.paperheight - - options.numTabsVertical * options.dividerHeightReserved) / 2) + options.numDividersVertical * options.dividerHeightReserved) / 2) else: add_opt(options, 'horizontalMargin', minmarginwidth) add_opt(options, 'verticalMargin', minmarginheight) + +def generate(options, data_path, f): + + add_opt(options, 'data_path', data_path) + + calculate_layout(options) + + print "Paper dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.paperwidth / cm, + options.paperheight / cm) + print "Tab dimensions: {:.2f}cm (w) x {:.2f}cm (h)".format(options.dividerWidthReserved / cm, + options.dividerHeightReserved / cm) + print '{} dividers horizontally, {} vertically'.format(options.numDividersHorizontal, + options.numDividersVertical) print "Margins: {:.2f}cm h, {:.2f}cm v\n".format(options.horizontalMargin / cm, options.verticalMargin / cm) - try: - dirn = os.path.join(data_path, 'fonts') - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', os.path.join(dirn, 'MinionPro-Regular.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', os.path.join(dirn, 'MinionPro-Bold.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Oblique', os.path.join(dirn, 'MinionPro-It.ttf'))) - except: - raise - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - - data_dir = os.path.join(data_path, "card_db", options.language) - card_db_filepath = os.path.join(data_dir, "cards.json") - with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: - cards = json.load(cardfile, object_hook=Card.decode_json) - - language_mapping_filepath = os.path.join(data_dir, "mapping.json") - with codecs.open(language_mapping_filepath, 'r', 'utf-8') as mapping_file: - language_mapping = json.load(mapping_file) - Card.language_mapping = language_mapping - - baseCards = [ - card.name for card in cards if card.cardset.lower() == 'base'] - - def isBaseExpansionCard(card): - return card.cardset.lower() != 'base' and card.name in baseCards - - if options.base_cards_with_expansion: - cards = [card for card in cards if card.cardset.lower() != 'base'] - else: - cards = [card for card in cards if not isBaseExpansionCard(card)] - - if options.special_card_groups: - # Load the card groups file - card_groups_file = os.path.join(data_dir, "card_groups.json") - with codecs.open(card_groups_file, 'r', 'utf-8') as cardgroup_file: - card_groups = json.load(cardgroup_file) - # pull out any cards which are a subcard, and rename the master card - new_cards = [] - all_subcards = [] - for subs in [card_groups[x]["subcards"] for x in card_groups]: - all_subcards += subs - for card in cards: - if card.name in card_groups.keys(): - card.name = card_groups[card.name]["new_name"] - elif card.name in all_subcards: - continue - new_cards.append(card) - cards = new_cards - - if options.expansions: - options.expansions = [o.lower() - for o in options.expansions] - reverseMapping = { - v: k for k, v in language_mapping.iteritems()} - options.expansions = [ - reverseMapping.get(e, e) for e in options.expansions] - filteredCards = [] - knownExpansions = set() - for c in cards: - knownExpansions.add(c.cardset) - if next((e for e in options.expansions if c.cardset.startswith(e)), None): - filteredCards.append(c) - unknownExpansions = set(options.expansions) - knownExpansions - if unknownExpansions: - print "Error - unknown expansion(s): %s" % ", ".join(unknownExpansions) - return - - cards = filteredCards - - if options.exclude_events: - cards = [card for card in cards if not card.isEvent() or card.name == 'Events'] - - if options.exclude_prizes: - cards = [card for card in cards if not card.isPrize()] - - if cardlist: - cards = [card for card in cards if card.name in cardlist] - - if options.expansion_dividers: - cardnamesByExpansion = {} - for c in cards: - if isBaseExpansionCard(c): - continue - cardnamesByExpansion.setdefault( - c.cardset, []).append(c.name.strip()) - for exp, names in cardnamesByExpansion.iteritems(): - c = Card( - exp, exp, ("Expansion",), None, ' | '.join(sorted(names))) - cards.append(c) - - if options.write_json: - fpath = "cards.json" - with codecs.open(fpath, 'w', encoding='utf-8') as ofile: - json.dump(cards, - ofile, - cls=Card.CardJSONEncoder, - ensure_ascii=False, - indent=True, - sort_keys=True) - - # When sorting cards, want to always put "base" cards after all - # kingdom cards, and order the base cards in a set order - the - # order they are listed in the database (ie, all normal treasures - # by worth, then potion, then all normal VP cards by worth, then - # trash) - def baseIndex(name): - try: - return baseCards.index(name) - except Exception: - return -1 - - if options.order == "global": - sortKey = lambda x: ( - int(x.isExpansion()), baseIndex(x.name), x.name) - else: - sortKey = lambda x: ( - x.cardset, int(x.isExpansion()), baseIndex(x.name), x.name) - cards.sort(key=sortKey) + cards = read_write_card_data(options) + cards = filter_sort_cards(cards, options) if not f: f = "dominion_dividers.pdf" diff --git a/domdiv/draw.py b/domdiv/draw.py index ad92f8e..1fd0061 100644 --- a/domdiv/draw.py +++ b/domdiv/draw.py @@ -78,7 +78,7 @@ class DividerDrawer(object): # draw outline or cropmarks self.canvas.saveState() self.canvas.setLineWidth(self.options.linewidth) - cropmarksright = (x == self.options.numTabsHorizontal - 1) + cropmarksright = (x == self.options.numDividersHorizontal - 1) cropmarksleft = (x == 0) if rightSide: self.canvas.translate(self.options.dividerWidth, 0) @@ -130,7 +130,7 @@ class DividerDrawer(object): self.canvas.line(middleLine, -2 * cmw, middleLine, -cmw) if cropmarksleft: self.canvas.line(leftLine, -2 * cmw, leftLine, -cmw) - if y == self.options.numTabsVertical - 1: + if y == self.options.numDividersVertical - 1: self.canvas.line(rightLine, self.options.dividerHeight + cmw, rightLine, self.options.dividerHeight + 2 * cmw) self.canvas.line(middleLine, self.options.dividerHeight + cmw, @@ -463,7 +463,7 @@ class DividerDrawer(object): def drawDividers(self, cards): # split into pages - cards = split(cards, self.options.numTabsVertical * self.options.numTabsHorizontal) + cards = split(cards, self.options.numDividersVertical * self.options.numDividersHorizontal) # Starting with tabs on the left or the right? if self.options.tab_side in ["right-alternate", "right"]: @@ -480,10 +480,10 @@ class DividerDrawer(object): self.drawSetNames(pageCards) for i, card in enumerate(pageCards): # print card - x = i % self.options.numTabsHorizontal - y = i / self.options.numTabsHorizontal + x = i % self.options.numDividersHorizontal + y = i / self.options.numDividersHorizontal self.canvas.saveState() - self.drawDivider(card, x, self.options.numTabsVertical - 1 - y) + self.drawDivider(card, x, self.options.numDividersVertical - 1 - y) self.canvas.restoreState() self.odd = not self.odd self.canvas.showPage() @@ -498,11 +498,11 @@ class DividerDrawer(object): self.odd = pageStartOdd for i, card in enumerate(pageCards): # print card - x = (self.options.numTabsHorizontal - 1 - i) % self.options.numTabsHorizontal - y = i / self.options.numTabsHorizontal + x = (self.options.numDividersHorizontal - 1 - i) % self.options.numDividersHorizontal + y = i / self.options.numDividersHorizontal self.canvas.saveState() self.drawDivider( - card, x, self.options.numTabsVertical - 1 - y, useExtra=True) + card, x, self.options.numDividersVertical - 1 - y, useExtra=True) self.canvas.restoreState() self.odd = not self.odd self.canvas.showPage() From 4b9956006ac5ffda3aae8faf2ad28c4f294a76e7 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Thu, 19 Nov 2015 17:20:08 -0800 Subject: [PATCH 19/23] first couple unit tests --- tests/carddb_tests.py | 33 +++++++++++++++++++++++++++++++++ tests/layout_tests.py | 35 +++++++++++++++++++++++++++++++++++ 2 files changed, 68 insertions(+) create mode 100644 tests/carddb_tests.py create mode 100644 tests/layout_tests.py diff --git a/tests/carddb_tests.py b/tests/carddb_tests.py new file mode 100644 index 0000000..1d3f42b --- /dev/null +++ b/tests/carddb_tests.py @@ -0,0 +1,33 @@ +import unittest +from .. import domdiv +from ..domdiv import cards as domdiv_cards + + +class TestCardDB(unittest.TestCase): + + def test_cardread(self): + options, args = domdiv.parse_opts(['commandname']) + options.data_path = '.' + cards = domdiv.read_write_card_data(options) + self.assertEquals(len(cards), 312) + print set(c.cardset for c in cards) + valid_cardsets = { + u'prosperity', + u'cornucopia extras', + u'cornucopia', + u'promo', + u'adventures extras', + u'seaside', + u'adventures', + u'dark ages', + u'hinterlands', + u'dark ages extras', + u'alchemy', + u'base', + u'dominion', + u'guilds', + u'intrigue' + } + for c in cards: + self.assertIsInstance(c, domdiv_cards.Card) + self.assertIn(c.cardset, valid_cardsets) diff --git a/tests/layout_tests.py b/tests/layout_tests.py new file mode 100644 index 0000000..e643814 --- /dev/null +++ b/tests/layout_tests.py @@ -0,0 +1,35 @@ +import unittest +from .. import domdiv +from reportlab.lib.units import cm + + +class TestLayout(unittest.TestCase): + + def test_horizontal(self): + # should be the default + options, args = domdiv.parse_opts(['commandname']) + self.assertEquals(options.orientation, 'horizontal') + domdiv.calculate_layout(options) + self.assertEquals(options.numDividersHorizontal, 2) + self.assertEquals(options.numDividersVertical, 3) + self.assertEquals(options.dividerWidth, 9.1 * cm) + self.assertEquals(options.labelHeight, 0.9 * cm) + self.assertEquals(options.dividerHeight, 5.9 * cm + options.labelHeight) + + def test_vertical(self): + options, args = domdiv.parse_opts(['commandname', '--orientation', 'vertical']) + self.assertEquals(options.orientation, 'vertical') + domdiv.calculate_layout(options) + self.assertEquals(options.numDividersHorizontal, 3) + self.assertEquals(options.numDividersVertical, 2) + self.assertEquals(options.dividerWidth, 5.9 * cm) + self.assertEquals(options.labelHeight, 0.9 * cm) + self.assertEquals(options.dividerHeight, 9.1 * cm + options.labelHeight) + + def test_sleeved(self): + options, args = domdiv.parse_opts(['commandname', '--size', 'sleeved']) + domdiv.calculate_layout(options) + self.assertEquals(options.dividerWidth, 9.4 * cm) + self.assertEquals(options.labelHeight, 0.9 * cm) + self.assertEquals(options.dividerHeight, 6.15 * cm + options.labelHeight) + From 95011627e565959061ba7fd5d60dd813600aae9f Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Fri, 20 Nov 2015 12:25:16 -0800 Subject: [PATCH 20/23] move font registration to draw module, make its fallback actually work properly --- domdiv/__init__.py | 17 ----------------- domdiv/draw.py | 43 ++++++++++++++++++++++++++++++++----------- 2 files changed, 32 insertions(+), 28 deletions(-) diff --git a/domdiv/__init__.py b/domdiv/__init__.py index 0c41d18..b52dde4 100644 --- a/domdiv/__init__.py +++ b/domdiv/__init__.py @@ -6,8 +6,6 @@ import sys from reportlab.lib.pagesizes import LETTER, A4 from reportlab.lib.units import cm -from reportlab.pdfbase import pdfmetrics -from reportlab.pdfbase.ttfonts import TTFont from cards import Card from draw import DividerDrawer @@ -180,21 +178,6 @@ def parse_cardsize(spec, sleeved): def read_write_card_data(options): - try: - dirn = os.path.join(options.data_path, 'fonts') - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', os.path.join(dirn, 'MinionPro-Regular.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', os.path.join(dirn, 'MinionPro-Bold.ttf'))) - pdfmetrics.registerFont( - TTFont('MinionPro-Oblique', os.path.join(dirn, 'MinionPro-It.ttf'))) - except: - raise - pdfmetrics.registerFont( - TTFont('MinionPro-Regular', 'OptimusPrincepsSemiBold.ttf')) - pdfmetrics.registerFont( - TTFont('MinionPro-Bold', 'OptimusPrinceps.ttf')) - data_dir = os.path.join(options.data_path, "card_db", options.language) card_db_filepath = os.path.join(data_dir, "cards.json") with codecs.open(card_db_filepath, "r", "utf-8") as cardfile: diff --git a/domdiv/draw.py b/domdiv/draw.py index 1fd0061..a362439 100644 --- a/domdiv/draw.py +++ b/domdiv/draw.py @@ -1,5 +1,6 @@ import os import re +import sys from reportlab.lib.units import cm from reportlab.pdfbase import pdfmetrics @@ -7,6 +8,7 @@ from reportlab.lib.styles import getSampleStyleSheet from reportlab.platypus import Paragraph from reportlab.lib.enums import TA_JUSTIFY from reportlab.pdfgen import canvas +from reportlab.pdfbase.ttfonts import TTFont def split(l, n): @@ -23,9 +25,29 @@ class DividerDrawer(object): self.odd = True self.canvas = None + def registerFonts(self): + try: + dirn = os.path.join(self.options.data_path, 'fonts') + self.fontNameRegular = 'MinionPro-Regular' + pdfmetrics.registerFont( + TTFont(self.fontNameRegular, os.path.join(dirn, 'MinionPro-Regular.ttf'))) + self.fontNameBold = 'MinionPro-Bold' + pdfmetrics.registerFont( + TTFont(self.fontNameBold, os.path.join(dirn, 'MinionPro-Bold.ttf'))) + self.fontNameOblique = 'MinionPro-Oblique' + pdfmetrics.registerFont( + TTFont(self.fontNameOblique, os.path.join(dirn, 'MinionPro-It.ttf'))) + except: + print >>sys.stderr, "Warning, Minion Pro Font ttf file not found! Falling back on Times" + self.fontNameRegular = 'Times-Roman' + self.fontNameBold = 'Times-Bold' + self.fontNameOblique = 'Times-Oblique' + def draw(self, fname, cards, options): self.options = options + self.registerFonts() + dividerWidth = options.dividerWidth dividerHeight = options.dividerHeight tabLabelWidth = options.labelWidth @@ -158,7 +180,7 @@ class DividerDrawer(object): mask=[255, 255, 255, 255, 255, 255]) width += potSize - self.canvas.setFont('MinionPro-Bold', 12) + self.canvas.setFont(self.fontNameBold, 12) cost = str(card.cost) self.canvas.drawCentredString(x + 8, costHeight, cost) return width @@ -168,16 +190,15 @@ class DividerDrawer(object): self.canvas.drawImage( os.path.join(self.options.data_path, 'images', setImage), x, y, 14, 12, mask='auto') - @classmethod def nameWidth(self, name, fontSize): w = 0 name_parts = name.split() for i, part in enumerate(name_parts): if i != 0: - w += pdfmetrics.stringWidth(' ', 'MinionPro-Regular', fontSize) - w += pdfmetrics.stringWidth(part[0], 'MinionPro-Regular', fontSize) + w += pdfmetrics.stringWidth(' ', self.fontNameRegular, fontSize) + w += pdfmetrics.stringWidth(part[0], self.fontNameRegular, fontSize) w += pdfmetrics.stringWidth(part[1:], - 'MinionPro-Regular', fontSize - 2) + self.fontNameRegular, fontSize - 2) return w def drawTab(self, card, rightSide): @@ -226,7 +247,7 @@ class DividerDrawer(object): if self.options.use_text_set_icon: setImageHeight = card.getType().getTabTextHeightOffset() setText = card.setTextIcon() - self.canvas.setFont('MinionPro-Oblique', 8) + self.canvas.setFont(self.fontNameOblique, 8) if setText is None: setText = "" @@ -284,10 +305,10 @@ class DividerDrawer(object): w = textInset def drawWordPiece(text, fontSize): - self.canvas.setFont('MinionPro-Regular', fontSize) + self.canvas.setFont(self.fontNameRegular, fontSize) if text != ' ': self.canvas.drawString(w, h, text) - return pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) + return pdfmetrics.stringWidth(text, self.fontNameRegular, fontSize) for i, word in enumerate(words): if i != 0: w += drawWordPiece(' ', fontSize) @@ -302,10 +323,10 @@ class DividerDrawer(object): words.reverse() def drawWordPiece(text, fontSize): - self.canvas.setFont('MinionPro-Regular', fontSize) + self.canvas.setFont(self.fontNameRegular, fontSize) if text != ' ': self.canvas.drawRightString(w, h, text) - return -pdfmetrics.stringWidth(text, 'MinionPro-Regular', fontSize) + return -pdfmetrics.stringWidth(text, self.fontNameRegular, fontSize) for i, word in enumerate(words): w += drawWordPiece(word[1:], fontSize - 2) w += drawWordPiece(word[0], fontSize) @@ -411,7 +432,7 @@ class DividerDrawer(object): # calculate the text height, font size, and orientation maxFontsize = 12 minFontsize = 6 - fontname = 'MinionPro-Regular' + fontname = self.fontNameRegular font = pdfmetrics.getFont(fontname) fontHeightRelative = (font.face.ascent + abs(font.face.descent)) / 1000.0 From 96308eb571b28236528e336f03fe8dd84fceb7d4 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Fri, 20 Nov 2015 12:56:38 -0800 Subject: [PATCH 21/23] better page size handling --- domdiv/__init__.py | 20 +++++++++----------- 1 file changed, 9 insertions(+), 11 deletions(-) diff --git a/domdiv/__init__.py b/domdiv/__init__.py index b52dde4..19ce2dd 100644 --- a/domdiv/__init__.py +++ b/domdiv/__init__.py @@ -4,7 +4,7 @@ import codecs import json import sys -from reportlab.lib.pagesizes import LETTER, A4 +import reportlab.lib.pagesizes as pagesizes from reportlab.lib.units import cm from cards import Card @@ -147,16 +147,14 @@ def parse_papersize(spec): else: papersize = spec.upper() - if papersize == 'A4': - print "Using A4 sized paper." - paperwidth, paperheight = A4 - elif papersize == 'LETTER': - print "Using letter sized paper." - paperwidth, paperheight = LETTER - else: - paperwidth, paperheight = parseDimensions(papersize) - print 'Using custom paper size, %.2fcm x %.2fcm' % (paperwidth / cm, paperheight / cm) - + try: + paperwidth, paperheight = getattr(pagesizes, papersize) + except AttributeError: + try: + paperwidth, paperheight = parseDimensions(papersize) + print 'Using custom paper size, %.2fcm x %.2fcm' % (paperwidth / cm, paperheight / cm) + except ValueError: + paperwidth, paperheight = pagesizes.LETTER return paperwidth, paperheight From fbc456c48e9495b1f56f9cb9b96dec1beb133453 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Fri, 20 Nov 2015 16:49:15 -0800 Subject: [PATCH 22/23] language tests --- tests/carddb_tests.py | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/tests/carddb_tests.py b/tests/carddb_tests.py index 1d3f42b..0b9e873 100644 --- a/tests/carddb_tests.py +++ b/tests/carddb_tests.py @@ -31,3 +31,17 @@ class TestCardDB(unittest.TestCase): for c in cards: self.assertIsInstance(c, domdiv_cards.Card) self.assertIn(c.cardset, valid_cardsets) + + def test_languages(self): + # for now, just test that they load + options, args = domdiv.parse_opts(['commandname', '--language', 'it']) + options.data_path = '.' + cards = domdiv.read_write_card_data(options) + self.assertTrue(cards, 'Italians cards did not read properly') + self.assertIn("Maledizione", [card.name for card in cards]) + + options, args = domdiv.parse_opts(['commandname', '--language', 'de']) + options.data_path = '.' + cards = domdiv.read_write_card_data(options) + self.assertTrue(cards, 'German cards did not read properly') + self.assertIn("Fluch", [card.name for card in cards]) From 0060cf311d4df1c9f65ad0bbef02fd752deabfa3 Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Fri, 20 Nov 2015 17:00:36 -0800 Subject: [PATCH 23/23] Bring over refactoring and start of unit tests --- convert_csv.py | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) create mode 100644 convert_csv.py diff --git a/convert_csv.py b/convert_csv.py new file mode 100644 index 0000000..2db4998 --- /dev/null +++ b/convert_csv.py @@ -0,0 +1,33 @@ +# coding=utf-8 +import csv +import sys +import json +import chardet + +converted = [] + +typemap = {'Aktion': 'Action', + 'Geld': 'Treasure', + 'Fluch': 'Curse', + 'Punkte': 'Victory', + 'Reaktion': 'Reaction', + 'Angriff': 'Attack', + 'Dauer': 'Duration'} + +with open(sys.argv[1], 'U') as csvfile: + reader = csv.DictReader(csvfile) + for row in reader: + if not ''.join(row.itervalues()): + continue + # row = {k: v.decode('ISO-8859-2').encode('utf-8') if type(v) == str else v for k, v in row.iteritems()} + print chardet.detect(row['Kartentext']) + print row['Kartentext'] + converted_row = {'name': row['Kartenname'], + 'cost': row['Kosten'], + 'cardset': row['Edition'], + 'description': row['Kartentext'], + 'extra': row['Lange Erklärung'], + 'types': [typemap[t.strip()] for t in row['Typ'].split('/')], + 'potcost': row.get('potcost', 0)} + converted.append(converted_row) +json.dump(converted, open(sys.argv[2], 'wb'), indent=True)