Travis build: 1130
This commit is contained in:
parent
79e7da3de8
commit
604cb3449a
@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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@ -105,6 +105,16 @@
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"short_name": "Intrigue",
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"short_name": "Intrigue",
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"text_icon": "I2"
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"text_icon": "I2"
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},
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},
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"menagerie": {
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"set_name": "Menagerie",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return.",
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"text_icon": "M"
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_text": "",
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"text_icon": "M"
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},
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"nocturne": {
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"nocturne": {
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"set_name": "Nocturne",
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"set_name": "Nocturne",
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"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
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"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
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@ -35,7 +35,13 @@
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"Traveller": "Traveller",
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"Traveller": "Traveller",
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"Treasure": "Treasure",
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"Treasure": "Treasure",
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"Victory": "Victory",
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"Victory": "Victory",
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<<<<<<< Updated upstream
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"Zombie": "Zombie",
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"Zombie": "Zombie",
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"Way": "Way",
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"Way": "Way",
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"Ways": "Ways"
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"Ways": "Ways"
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=======
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"Way": "Way",
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"Ways": "Ways",
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"Zombie": "Zombie"
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>>>>>>> Stashed changes
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}
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}
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@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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@ -138,12 +138,21 @@
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},
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},
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"menagerie": {
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"menagerie": {
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"set_name": "Menagerie",
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"set_name": "Menagerie",
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<<<<<<< Updated upstream
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"text_icon": "*",
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"text_icon": "*",
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"set_text": ""
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"set_text": ""
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},
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},
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"menagerie extras": {
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"set_name": "Menagerie Extras",
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"text_icon": "*",
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"text_icon": "*",
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=======
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"text_icon": "M",
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"set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
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},
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"menagerie extras": {
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"set_name": "Menagerie Extras",
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"text_icon": "M",
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>>>>>>> Stashed changes
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"set_text": ""
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"set_text": ""
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}
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}
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}
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}
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