Hinterland divider back texts from jpreichel on BGG; a few fixed for missing 'coins' from me added
This commit is contained in:
parent
2fce9d6b10
commit
6eb0105fca
@ -1399,34 +1399,357 @@ This card causes there to be an extra pile in the Supply, called the Bane pile;
|
|||||||
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.
|
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:
|
:::Walled Village:
|
||||||
|
|
||||||
:::Governor:
|
:::Governor:
|
||||||
|
|
||||||
:::Crossroads:
|
:::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:
|
:::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:
|
:::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, the second is
|
||||||
|
worth 4, 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:
|
:::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 more than
|
||||||
|
the trashed card, and one costing exactly 1 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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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, 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:
|
:::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:
|
:::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:
|
:::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:
|
:::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:
|
:::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 while Copper would still cost 0.
|
||||||
|
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 less (to a minimum of 0).
|
||||||
|
|
||||||
:::Ill-Gotten Gains:
|
:::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:
|
:::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:
|
:::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 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:
|
:::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:
|
:::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:
|
:::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, 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:
|
:::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 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 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
|
:::Altar
|
||||||
You trash a card from your hand if you can, and then gain a
|
You trash a card from your hand if you can, and then gain a
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user