insert newlines between expansions in dominion_cards.txt

better visual spacing, and will be stripped out from descriptions anyway
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Paul Molodowitch 2013-12-29 08:33:08 -08:00
parent 81c9b7f56a
commit b9339ecfbf

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@ -23,6 +23,7 @@
23 Mine Dominion Action $5 Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.
24 Witch Dominion Action - Attack $5 +2 Cards, Each other player gains a Curse card.
25 Adventurer Dominion Action $6 Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
1 Courtyard Intrigue Action $2 +3 Card, Put a card from your hand on top of your deck.
2 Pawn Intrigue Action $2 Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).
3 Secret Chamber Intrigue Action - Reaction $2 Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.
@ -49,6 +50,7 @@
24 Harem Intrigue Treasure - Victory $6 Worth 2 Coins, 2 <VP>
25 Nobles Intrigue Action - Victory $6 2 <VP>
Choose one: +3 Cards, or +2 Actions.
1 Embargo Seaside Action $2 +2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.
2 Haven Seaside Action - Duration $2 +1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
3 Lighthouse Seaside Action - Duration $2 +1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.
@ -76,6 +78,7 @@ At the start of your next turn, +1 Card.
24 Tactician Seaside Action - Duration $5 Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.
25 Treasury Seaside Action $5 +1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.
26 Wharf Seaside Action - Duration $5 Now and at the start of your next turn: +2 Cards, +1 Buy.
1 Transmute Alchemy Action $0 1P Trash a card from your hand. If it is an...
Action card, gain a Duchy
Treasure card, gain a Transmute
@ -179,6 +182,7 @@ When you play this, it`s worth 1 Coin per Treasure card you have in play (counti
During your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.
26 Platinum Prosperity Treasure $9 Worth 5 Coins.
27 Colony Prosperity Victory $11 10 <VP>.
1 Black Market Promo Action $3 +2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.
(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.).
2 Envoy Promo Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
@ -187,8 +191,8 @@ During your Buy phase, this costs 2 Coins less per Action card you have in play,
+2 Actions
At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.
5 Governor Promo Action $5 +1 Action
Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.
1 Copper Base Treasure $0 Worth 1 Coin.
2 Curse Base Curse $0 -1 <VP>
3 Estate Base Victory $2 1 <VP>
@ -201,7 +205,6 @@ Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards;
10 Colony Base Victory $11 10 <VP>
11 Trash Base Action $0 Pile of trash.
1 Bag of Gold Cornucopia Action - Prize $0 +1 Action
Gain a Gold, putting it on top of your deck.
(This is not in the Supply.)
@ -248,6 +251,7 @@ Reveal your hand. Reveal cards from your deck until you reveal a card that isn
17 Jester Cornucopia Action - Attack $5 +2 Coins
Each other player discards the top card of his deck. If its a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.
18 Fairgrounds Cornucopia Victory $6 Worth 2 <VP> for every 5 differently named cards in your deck (rounded down)
1 Crossroads Hinterlands Action $2 Reveal your hand.
+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
2 Duchess Hinterlands Action $2 +2 Coins
@ -328,6 +332,7 @@ When you gain this, gain a card costing less than this.
26 Farmland Hinterlands Victory $6 2 <VP>
----------
When you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.
1 Ruins Dark Ages Action - Ruins $0 Abandoned Mine: +1 Coin
Ruined Library: +1 Card
Ruined Marked: :1 Buy
@ -461,6 +466,7 @@ 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 Extras 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