Hinterland divider back texts from jpreichel on BGG; a few fixed for missing 'coins' from me added
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@ -1399,34 +1399,357 @@ This card causes there to be an extra pile in the Supply, called the Bane pile;
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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.
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:::Walled Village:
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:::Governor:
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:::Crossroads:
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First reveal your hand, and draw a card for each
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Victory card you revealed, if any. The revealed cards all stay in
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your hand. Cards with two types, one of which is Victory, are
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Victory cards. Then, if this is the first time you played a
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Crossroads this turn, you get +3 Actions. Subsequent Crossroads
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this turn will give you cards but not Actions. Using a card that
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lets you play a card several times (like Throne Room from
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Dominion) on Crossroads, you will play Crossroads multiple
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times, getting +3 Actions the first time but not the others.
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:::Duchess:
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When you play this, you get +2 coins, and each player,
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including you, looks at the top card of his own deck and either
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discards it or puts it back on top, his choice. Any player with no
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cards in his deck shuffles his discard pile first; any player who
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still has no cards to look at does not look at one. When a player
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gains a Duchy in a game with Duchess in the Supply, that player
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may also gain a Duchess from the Supply. This works whether
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the player gained a Duchy due to buying one, or gained a Duchy
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some other way. Duchess does not interact in any special way
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with the promotional card Black Market.
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:::Fool's Gold:
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This is both a Treasure and a Reaction. It can be
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played in your Buy phase like other Treasures. When you play it,
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it is worth 1 coin if this is the first time you played a Fool's Gold
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this turn, and otherwise it is worth 4 coins. So if your lay three
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Fool's Golds in the same turn, the first is worth 1, the second is
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worth 4, and the third is worth 4 coins. Fool's Gold is also a
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Reaction. When another player gains a Province, you may trash
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Fool's Gold from your hand; if you do, you gain a Gold from the
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Supply, putting it on top of your deck rather than into your
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discard pile. If there are no cards in your deck, the Gold becomes the
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only card in your deck. If there are no Gold cards left in the
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Supply, you do not gain one, but can still trash Fool's Gold. This
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Reaction is only usable when another player gains a Province, not
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you. It is usable whether a Province was gained due to being
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bought, or gained some other way.
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:::Develop:
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First trash a card from your hand, if you have any cards
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in hand. Develop itself is no longer in your hand and so cannot
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trash itself (though it can trash other copies of Develop). If you
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trashed a card, gain two cards, one costing exactly 1 more than
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the trashed card, and one costing exactly 1 less than the trashed
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card. The gained cards come from the Supply; gain them in
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either order. If there is no card in the Supply at one of the costs,
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you still gain the other card if you can. Put the gained cards on
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top of your deck rather than into your discard pile. If you trash a
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Copper with Develop, which costs 0 coins, you will try and fail to
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gain a card costing -1 coins (and also try to gain a card costing 1 coin).
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:::Oasis:
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You draw before discarding. You can discard the card you
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drew. If you are unable to draw a card (due to having no cards in
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your deck, and none in your discard pile to shuffle), you still
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discard a card if able.
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:::Oracle:
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First, each player including you, reveals the top two
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cards of his deck, and either discards both of them or puts both
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of them back on top, your choice. A player putting the cards
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back puts them back in an order he chooses, and without
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needing to reveal that order. Then, you draw two cards. So if you
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put back the cards you revealed, you will draw them.
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:::Scheme:
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When you play this, you draw a card, get +1 Action, and
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set up an effect to happen later in the turn, at the start of Clean-
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up. At that time, you may optionally choose an Action card you
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have in play. If you discard that Action card from play this turn,
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as you normally do, you will put it on top of your deck. This
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happens before you draw cards for next turn. The Action card
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you choose can be Scheme itself, or any other Action card you
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have in play, which might have been played before or after you
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played Scheme. If the Action card is not discarded during Clean-
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up, for example due to being a Duration card from Dominion:
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Seaside that was played this turn, then it does not get put on top
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of your deck.
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:::Tunnel:
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This is both a Victory card and a Reaction. At the end of
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the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability
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functions when you discard it. You cannot simply choose to
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discard it; something has to let you or make you discard it. This
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ability functions whether you discard Tunnel on your own turn
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(such as due to Oasis) or on someone else's (such as due to
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Margrave). It functions if Tunnel is discarded from your hand
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(such as due to Oasis) or from your deck, or when set aside
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(such as due to Cartographer). If Tunnel would normally not
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necessarily be revealed (such as when discarding multiple cards
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to Cartographer), you have to reveal it to get the Gold. Revealing
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it is optional, even if Tunnel was already revealed for some other
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reason; you are not forced to gain a Gold. This ability does not
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function if cards are put into your discard pile without being
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discarded, such as when you buy a card, when you gain a card
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directly (such as with Border Village), when your deck is put into
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your discard pile, such as with Chancellor from Dominion, or
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with Possession from Dominion: Alchemy, when trashed cards
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are returned to you at end of turn. It also does not function
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during Clean-up, when you normally discard all of your played
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and unplayed cards. The key thing to look for is a card actually
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telling you to "discard" cards. The Gold you gain comes from the
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Supply and is put into your discard pile; if there is no Gold left
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in the Supply, you do not gain one.
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:::Jack of all Trades:
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This card does four separate things, in the
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order listed; you do all of them (the last one is optional). First,
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gain a Silver from the Supply, putting it into your discard pile. If
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there are no Silvers left in the Supply, you do not gain one.
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Second, look at the top card of your deck, and either discard it
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or put it back on top. If there are no cards left in your deck,
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shuffle your discard pile to get a card to look at (this will shuffle
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in the Silver you just gained). If there are still no cards, you do
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not look at one. Third, draw cards until you have at least five
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cards in hand. If you already have five or more cards in hand,
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you do not draw any cards. If there are not enough cards left to
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draw between your deck and discard pile, just draw what you
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can. Fourth, you may trash a card from your hand that is not a
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Treasure card. Cards with two types, one of which is Treasure, are
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Treasures.
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:::Noble Brigand:
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When you play this, you get +1 coin. When you play
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this and also when you buy it, each other player reveals the top
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two cards of his deck, trashes a Silver or Gold he revealed that
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you choose, and discards the rest. Each of these players that did
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not reveal a Treasure at all gains a Copper from the Supply,
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putting it into his discard pile. Finally, you gain all of the Silvers
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and Golds trashed this way. This cannot trash any Treasures
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except Silver or Gold. Gaining a Noble Brigand without buying it
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does not cause this ability to happen. Noble Brigand is an Attack
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card, and when you play it, players can use cards like Moat from
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Dominion or Secret Chamber from Intrigue in response.
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However, buying a Noble Brigand is not "playing an Attack card,"
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and so cads like Moat cannot respond to that.
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:::Nomad Camp:
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When you gain this card, it goes on top of your
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deck rather than into your discard pile. This is true whether you
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gained it due to buying it or gained it some other way. If there
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were no cards in your deck, it becomes the only card in your
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deck.
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:::Silk Road:
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This is a Victory card, not an Action card. It does
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nothing until the end of the game, when it is worth 1 victory point for
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every four Victory cards in your Deck (counting all of your cards
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- your Discard pile and hand are part of your Deck at that
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point). Silk Roads count themselves. Round down; if you have 11
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Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12
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Silk Roads in the Supply for a game with 3 or more players, but
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only 8 in the Supply for a 2-player game. Cards with multiple
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types, one of which is Victory, are Victory cards and so are
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counted by Silk Road.
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:::Spice Merchant:
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You may trash a Treasure card from your hand.
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This is optional. If you did trash a Treasure card, you choose
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either to get +2 Cards and +1 Action, or +2 coins and +1 Buy.
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:::Trader:
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When you play this, trash a card from your hand, and if
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you did, gain a number of Silvers equal to the cost of that card
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in coins. The Silvers come from the Supply and are put into your
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discard pile. If there are not enough Silvers left, just gain all of
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the Silvers that you can. You only gain Silvers if you trashed a
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card. If you trash a card costing 0, such as Copper, you will gain
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zero Silvers. You can trash Silver if you want; you will gain three
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Silvers for it normally. If costs are different, such as due to
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playing Highway, then Trader will give you a different number of
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Silvers, based on the current costs. For example ifyou play
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Highway and then Trader, trashing an Estate you will only gain
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one Silver. If you trash a card with Potion in its cost from
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Dominion: Alchemy, you do not get anything for the Potion, just
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for the coins that the card cost.
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Trader is also a Reaction. When you gain a card, whether due to
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buying it or due to gaining it some other way, you may reveal
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Trader from your hand to instead gain a Silver from the Supply.
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If you do this, you gain a Silver, not the card you would have
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gained; if something would have happened due to gaining the
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other card, it does not happen, because you did not gain it. For
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example if you buy Ill-Gotten Gains but use Trader to gain Silver
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instead, no-one will gain a Curse. However if something happens
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when you buy a card, that will still happen if you replace gaining
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the card with gaining Silver. For example you can buy Farmland,
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trash a card from your hand and gain one costing 2 more, then
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use Trader to gain Silver rather than Farmland. If the card you
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were going to gain was not going to your discard pile, the Silver
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still goes to your discard pile; if the card you were going to gain
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did not come from the Supply, the Silver still comes from the
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Supply. If there are no Silvers left in the Supply, you can still
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reveal Trader when you gain a card; you gain nothing instead of
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the card you would have gained.
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:::Cache:
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This is a treasure worth 3 coins, like Gold. When you gain it,
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you also gain two Coppers from the Supply. if there are not two
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Coppers left, just gain as many as you can. You only gain
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Coppers when you gain Cache, not when you play it. You gain
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Coppers whether you gained Cache due to buying it, or gained it
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some other way.
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:::Cartographer:
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You draw a card first, then look at the top 4 cards
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of your deck. If there are fewer than 4 cards left in your deck,
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look at the remaining cards, and shuffle your discard pile (which
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does not include those cards) to get the remainder needed to
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look at. If there are still not enough cards, just look at as many as
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you can. Discard any number of the cards you looked at - none,
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all four, or something in-between - and put the rest back on top
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of your deck in any order. if there were no cards left in your
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deck, these become the only cards in your deck. You do not
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reveal the cards you put back.
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:::Embassy:
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When you play this, you draw five cards, then discard
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three cards. The cards you discard can be ones that were in your
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hand and/or ones you just drew. You discard three cards if able,
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even if you were unable to draw the full five cards (due to not
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having enough cards in your deck and discard pile). If you do
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not have three cards to discard, you discard as many as you can.
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When you gain this, each other player gains a Silver. Players only
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gain Silvers when you gain this, not when you play this. They
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gain Silvers whether you gained Embassy due to buying it, or
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gained it some other way. Gaining Silvers is not optional for
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them. The Silvers come from the Supply. If there are not enough
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Silvers left to go around, deal them out in turn order, starting
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with the player to the left of the player who gained Embassy.
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:::Haggler:
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When you play this, you get +2 coins. While this is in play,
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whenever you buy a card, you gain a cheaper card that is not a
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Victory card. For example, you could buy a Province, and gain a
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Gold via Haggler. Gaining a card is not optional. The gained card
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comes from the Supply and is put into your discard pile. Haggler
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only gives you an extra card when you buy a card, not when you
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gain a card some other way (such as with Haggler itself). If there
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is no cheaper card available in the Supply (e.g., if you buy a
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Copper), you do not gain a card. Using a card that lets you play a
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card several times (like Throne Room from Dominion) on
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Haggler does not gain you two or more cards per card bought, as
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there is still only one copy of Haggler in play. The bonus is
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cumulative if you have three Hagglers in play, you will gain three
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more cards for each card you buy. Cards with two types, one of
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which is Victory, are Victory cards and so cannot be gained with
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Haggler.
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:::Highway:
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This makes all cards cheaper (to a minimum of 0 coins) as
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long as it is in play. When it leaves play, it stops making cards
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cheaper This applies to cards everywhere - cards in the Supply,
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cards in hand, cards in Decks. For example if you played
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Highway, then Develop, trashing a Copper, you could gain an
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Estate, as Estate would cost 4 while Copper would still cost 0.
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Using a card that lets you play a card several times (like Throne
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Room from Dominion) on Highway will not make cards cost
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less, as there is still only one copy of Highway in play. The bonus
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is cumulative; if you have three Highways in play, all cards cost
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1 less (to a minimum of 0).
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:::Ill-Gotten Gains:
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This is a Treasure worth 2 coins like Copper. When
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you play it, you may gain a Copper. The gained Copper comes
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from the Supply and is put into your hand; you can immediately
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play it. If there is no Copper left in the Supply, you do not gain
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one. When you gain Ill-Gotten Gains, each other player gains a
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Curse. This happens whether you gain Ill-Gotten Gains due to
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buying it, or you gain it some other way. The Curses come from
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the Supply and go into discard piles. If there are not enough
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Curses left to go around, deal them out in turn order, starting
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with the player to the left of the player who gained Ill-Gotten
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Gains. III-Gotten Gains is not an Attack, and gaining it is not
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playing an Attack; cards like Moat from Dominion do not work
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against it.
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:::Inn:
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When you play this, you draw 2 cards, get +2 Actions, then
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discard 2 cards. The cards you discard can be ones that were in
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your hand and/or ones you just drew. You discard cards if able,
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even if you were unable to draw 2 cards. When you gain this,
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you look through your discard pile (something normally not
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allowed) and shuffle any number of Action cards from it into
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your deck (leaving the rest of your discard pile in your discard
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pile). You do not have to shuffle any Action cards into your deck.
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You can shuffle the Inn you just gained into your deck; it is an
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Action card in your discard pile. Cards with two types, one of
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which is Action, are Action cards. You must reveal the Action
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cards that you choose to shuffle into your deck. It does not
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matter what order you leave your discard pile in afterwards. This
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ability functions if you gain Inn due to buying it, or gain Inn
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some other way.
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:::Mandarin:
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When you play this, you get +3 coins, and put a card from
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your hand on top of your deck. If you have no cards left in hand,
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you do not put a card on top of your deck. If there are no cards
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left in your deck, the card you put on top becomes the only card
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in your deck. When you gain this, you put all of your Treasures
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from play on top of your deck in any order. You do not have to
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show this order to other players. You have to put all of your
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Treasures on top; you cannot leave some out. You only put
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Treasures from play on top of your deck, not unplayed Treasures
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from your hand. This does not stop you from having the coins
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you got from playing those Treasures; for example, if you have +1
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Buy and play four Golds and buy a Mandarin, you put the Golds
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on top of your deck, and still have 7 left to spend. Mandarin
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puts your played Treasures on your deck whether you gained it
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due to buying it or gained it some other way, although normally
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you will only have Treasures in play in your Buy phase.
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:::Margrave:
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You draw 3 cards and get +1 Buy. Each other player
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draws a card, then discards down to 3 cards in hand. Drawing a
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card is not optional for them. A player who only has 3 cards or
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fewer after drawing does not discard.
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:::Stables:
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You may discard a Treasure card from your hand. This is
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optional. If you did discard one, you get +3 Cards and +1 Action.
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You draw after discarding, so if you have to shuffle to get the 3
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cards, you will end up shuffling in the card you discarded.
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:::Border Village:
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When you play this, you draw a card and can play
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two more Actions this turn. When you gain this, you also gain a
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card from the Supply that costs less than Border Village.
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Normally that will be a card costing up to 5, but if Border
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Village costs less than normal, such as due to Highway, then the
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card you gain will have a lower maximum cost. You only gain a
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card when you gain Border Village, not when you play it. You
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gain a card whether you gained Border Village due to buying it,
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or gained it some other way.
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:::Farmland:
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This is a Victory card, not an Action card. It is worth 2
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victory points at the end of the game. When you buy it, you trash a card
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from your hand if able, and if you did, you gain a card from the
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supply costing exactly 2 more than the trashed card if able. If
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there are no cards left in your hand to trash, you do not trash or
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gain a card, and if you trashed a card but there are no cards in
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the supply costing exactly 2 more than the trashed card, you do
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not gain a card. This ability only functions when you buy
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Farmland, not when you gain it some other way. During set-up,
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put all 12 Farmlands in the Supply for a game with 3 or more
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players, but only 8 in the Supply for a 2-player game.
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:::Altar
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You trash a card from your hand if you can, and then gain a
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