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