back text for Walled Village and Governor
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@ -1399,9 +1399,38 @@ 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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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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:::Walled Village:
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When you play this, you draw a card and can play two more Actions this
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turn. At the start of your Clean-up phase, before discarding anything and
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before drawing for next turn, if you have a Walled Village in play and no
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more than two Action cards in play (counting the Walled Village), you may
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put the Walled Village on top of your deck. If the only cards you have in
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play are two Walled Villages, you may put either or both of them on top of
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your deck. Walled Village has to be in play to be put on top of your deck.
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Walled Village only checks how many Action cards are in play when its
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ability resolves; Action cards you played earlier this turn but which are no
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longer in play (such as Feast from Dominion) are not counted, while Action
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cards still in play from previous turns (duration cards from Dominion:
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Seaside) are counted, as are Action cards that are in play now but may
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leave play after resolving Walled Village (such as Treasury from
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Dominion: Seaside).
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:::Governor:
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:::Governor:
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You always get +1 Action. Then you either
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1) draw three cards and each other player draws a card;
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2) gain a Gold and each other player gains a Silver;
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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.
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Go in turn order, starting with yourself; this may matter if piles are low.
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The gained cards come from the Supply and are put into discard piles;
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if there are none left, those cards are not gained.
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For example if you choose the second option and
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there is only one Silver in the Supply, the player to your
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left gets it and no-one else gets one.
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For the third option, you only gain a card if you trashed a card,
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and only if there is a card available in the Supply with the exact cost required.
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If you do trash a card, you must gain a card if you can.
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You cannot trash a Governor you played to itself, as it is
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no longer in your hand when you play it (though you can trash
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another copy of Governor from your hand).
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:::Crossroads:
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:::Crossroads:
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First reveal your hand, and draw a card for each
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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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Victory card you revealed, if any. The revealed cards all stay in
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