Guilds text additions from Shawn (Putts on BGG)

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sumpfork@mailmight.com 2013-06-19 17:18:41 -07:00
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@ -1904,3 +1904,166 @@ card, but then will fail the "if you do" and will not draw cards and
so on. If the cards you trash do things when trashed, first trash
them both, then choose what order to resolve the things they do
when trashed.
:::Advisor
If there are not three cards in your deck, reveal what you
can, then shuffle your discard pile into your deck to get the other
cards. If there still are not enough, just reveal what you can. No
matter how many you revealed, the player to your left chooses one
for you to discard, and the remaining cards go into your hand.
:::Baker
When you play this, you draw a card, get +1 Action, and
take a Coin token. In games using this card, each player starts the
game with a Coin token. This includes games using the promo
card Black Market in which Baker is in the Black Market deck.
:::Butcher
First take two Coin tokens. Then you may trash a card
from your hand and pay any number of Coin tokens (returning
them to the pile). The number of Coin tokens you pay can be zero.
Butcher itself is no longer in your hand and so cannot trash itself
(though it can trash another copy of Butcher). If you trashed a
card, you gain a card costing up to the cost of the trashed card plus
the number of Coin tokens you paid. For example, you could trash
an Estate and pay six Coin tokens to gain a Province, or you could
trash another Butcher and pay zero Coin tokens to gain a Duchy.
You can pay the Coin tokens you just got. Paying Coin tokens for
this ability does not get you coins to spend, it just changes what
cards you can gain with this ability.
:::Candlestick Maker
You get +1 Action and +1 Buy, and take a Coin
token.
:::Doctor
When you play this, you name a card, reveal the top three
cards of your deck, trash each of those cards that has that name,
and put the other cards back on your deck in any order. You do
not have to name a card being used this game. If there are fewer
than three cards left in your deck, reveal the remaining cards, and
shuffle your discard pile (which does not include those cards) to
get the remainder needed to reveal. If there are still not enough
cards, just reveal as many as you can. When you buy this, for each
extra 1 Coin you pay over the cost, you look at the top card of your
deck, and either trash it, discard it, or put it back on top. If there
are no cards left in your deck, shuffle your discard pile into your
deck (including any cards already discarded to this overpay ability
this turn), and if there still are no cards in it, you do not look at
one. If you overpay more than 1 Coin, you may do different things for
each card you look at, and you will look at the same card again if
you put it back on top. For example if you bought Doctor for 7 Coins,
you would look at the top card four times; you might end up first
trashing a Copper, then discarding a Province, then putting a Silver
back on top, then putting that Silver back on top again.
:::Herald
When you play this, first draw a card and get +1 Action,
then reveal the top card of your deck. If it is an Action card, play
it; this is not optional. Playing the Action card does not "use up"
one of your Action plays for the turn. Cards with multiple types,
one of which is Action (such as Great Hall from Dominion:
Intrigue), are Action cards. If Herald plays a Duration card (from
Dominion: Seaside), the Herald is still discarded normally at end
of turn, as it is not needed to track anything. When you buy this,
you put one card from your discard pile on top of your deck for
each extra 1 Coin you pay over the cost. For example, if you buy Herald
for 6 Coins, you will put two cards from your discard pile on top of
your deck. This card lets you look through your discard pile;
normally you cannot. You cannot look through your discard pile
first to see how much you want to overpay, and once you overpay
you must put the appropriate number of cards on top of your
deck if possible. If you overpay enough to put more cards on your
deck than there are cards in your discard pile, you just put all of
your discard pile onto your deck. You may not look through your
discard pile if you buy Herald without overpaying for it. When you
put multiple cards on your deck due to overpaying for a Herald,
put them on your deck in any order.
:::Journeyman
This draws you three cards that are not a particular
card. First name a card. It does not have to be a card being used
this game. Then reveal cards from the top of your deck until you
have revealed three cards that are not the named card. If you run
out of cards without finding three, shuffle your discard pile into
your deck and continue. If you still cannot find three, stop. Put the
cards you found that were not the named card into your hand and
discard the rest.
:::Masterpiece
This is a Treasure worth 1 Coin, like Copper. When you
buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For
example, if you buy a Masterpiece for 6 Coins, you gain three Silvers.
:::Merchant Guild
When you play this, you get +1 Buy and +1 Coin.
While this is in play, any time you buy a card you also take a Coin
token. Remember that you may only spend Coin tokens prior to
buying cards, so you will not be able to immediately spend that
Coin token. This ability is cumulative; if you have two Merchant
Guilds in play, each card you buy will get you two Coin tokens.
However if you play a Merchant Guild multiple times but only
have one in play, such as with Throne Room (from Dominion) or
King's Court (from Dominion: Prosperity), you will only get one
Coin token when you buy a card.
:::Plaza
First you draw a card and get +2 Actions; then you may
discard a Treasure. You can discard the card you drew if it is a
Treasure. If you discarded a Treasure card, you take a Coin token.
Cards with multiple types, one of which is Treasure (such as
Harem from Dominion: Intrigue), are Treasures.
:::Soothsayer
The Gold and Curses come from the Supply and go
into discard piles. If there is no Gold left, you do not gain one. If
there are not enough Curses left to go around, deal them out in
turn order, starting with the player to your left. Each player who
gained a Curse draws a card. This is not optional. A player who did
not gain a Curse, whether due to the Curses running out or due
to some other reason, does not draw a card. A player who uses
Watchtower (from Dominion: Prosperity) to trash the Curse did
gain a Curse and so draws a card; a player who uses Trader (from
Dominion: Hinterlands) to gain a Silver instead did not gain a
Curse and so does not draw a card.
:::Stonemason
When you play this, trash a card from your hand,
and gain two cards, each costing less than the card you trashed.
Trashing a card is not optional. If you do not have any cards left in
your hand to trash, you do not gain any cards. The two cards you
gain can be different or the same. For example you could trash a
Gold to gain a Duchy and a Silver. Gaining cards is not optional if
you trashed a card. The gained cards come from the Supply and are
put into your discard pile; if there are no cheaper cards in the
Supply (for example if you trash a Copper), you do not gain any.
If there is only one card in the Supply cheaper than the trashed
card, you gain that one. The cards you gain are gained one at a
time; this may matter with cards that do something when gained,
such as Inn from Dominion: Hinterlands. When you buy this, you
may choose to overpay for it. If you do, you gain two Action cards
each costing exactly the amount you overpaid. The Action cards
can be different or the same. For example, if you buy Stonemason
for 6 Coins, you could gain two Heralds. The Action cards come from
the Supply and are put into your discard pile. If there are no cards
with the appropriate cost in the Supply, you do not gain one.
Overpaying with a Potion (from Dominion: Alchemy) will let you
gain cards with Potion in the cost. Cards with multiple types, one
of which is Action (such as Great Hall from Dominion: Intrigue),
are Action cards. If you choose not to overpay, you will not gain
any cards from that ability; it is not possible to use it to gain
Action cards costing 0 Coins.
:::Taxman
You may trash a Treasure card from your hand. This is
optional. Cards with multiple types, one of which is Treasure (like
Harem from Dominion: Intrigue), are Treasures. If you do trash a
Treasure, each other player with at least five cards in hand discards
a copy of it from her hand if she can, or reveals a hand with no
copies of it, and you gain a Treasure costing up to 3 Coins more than
the trashed Treasure, putting it on top of your deck. If there are no
cards in your deck, it becomes the only card in your deck. You do
not have to gain a more expensive Treasure; you may gain a
Treasure with the same cost, or a cheaper Treasure. You have to
gain a card if you trashed one though, if possible. The gained
Treasure comes from the Supply.

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@ -461,3 +461,38 @@ Necropolis: +2 Actions
Overgrown Estate: 0 <VP>; when you trash this, +1 Card.
43 Urchin / Mercenary Dark Ages Extras Action $3 Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
44 Hermit / Madman Dark Ages Action $3 Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.
1 Advisor Guilds Action $4 +1 Action
Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
2 Baker Guilds Action $5 +1 Card
+1 Action
Take a Coin token.
______________________
Setup: Each player takes a Coin token.
3 Butcher Guilds Action $5 Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
4 Candlestick Maker Guilds Action $2 +1 Action
+1 Buy
Take a Coin token.
5 Doctor Guilds Action $3 Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
______________________
When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
6 Herald Guilds Action $4 +1 Card
+1 Action
Reveal the top card of your deck. If it is an Action, play it.
______________________
When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.
7 Journeyman Guilds Action $5 Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
8 Masterpiece Guilds Treasure $3 Worth 1 Coin.
______________________
When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.
9 Merchant Guild Guilds Action $5 +1 Buy
+1 Coin
______________________
While this is in play, when you buy a card, take a Coin token.
10 Plaza Guilds Action $4 +1 Card
+2 Actions
You may discard a Treasure card. If you do, take a Coin token.
11 Soothsayer Guilds Action - Attack $5 Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
12 Stonemason Guilds Action $2 Trash a card from your hand. Gain 2 cards each costing less than it.
______________________
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
13 Taxman Guilds Action - Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.