diff --git a/dominion_card_extras.txt b/dominion_card_extras.txt index 80b8626..d22b137 100644 --- a/dominion_card_extras.txt +++ b/dominion_card_extras.txt @@ -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