Include & reformat rules for Possession

This commit is contained in:
Pekka Mikkola 2015-05-04 20:49:25 +03:00
parent 75d33dd76e
commit ce568d6ddf
2 changed files with 7 additions and 27 deletions

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@ -207,27 +207,11 @@ coins from Treasures or previous Actions (like the
Market) to increase the cost of the card you may Market) to increase the cost of the card you may
gain. [You cannot gain cards with Potion in the cost gain. [You cannot gain cards with Potion in the cost
with Workshop.] with Workshop.]
::: :::Possession 2/2
-If you make another player play an Attack via Possession, that Attack will hit you like it would -Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player game, then after the Possession turn, that player still gets his normal turn. If he played Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to his left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost.
normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from
Intrigue), you would be the one revealing the Reaction, not the player being Possessed.
-Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra
turn happens only after this turn is completely over - you will have discarded everything and drawn
your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not
prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player
game, then after the Possession turn, that player still gets his normal turn. If he played
Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and
Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost
during a turn in which you Possessed them, that player will get the extra turn and make decisions
during it and so forth, not you; if you make someone play Possession during a turn in which you
Possessed them, that will make that player Possess the player to his left, rather than you getting to
Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker.
Once the game ends, no further turns are played, including extra turns from Possession and
Outpost.
-Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn -Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn
you played it. you played it.
-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this
one.
:::Curse :::Curse
Curses are an available pile in the Supply regardless Curses are an available pile in the Supply regardless
of what other cards are in the Supply. of what other cards are in the Supply.
@ -906,14 +890,6 @@ cards he has set aside with Native Village (from Seaside). You can count any car
bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if
they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards
he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship). he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship).
-During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts
it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for
example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at
end of turn does not count as those cards being gained (so for example, you won't get them). Other players'
cards that are trashed during that turn are not returned.
-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally.
Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to
the Supply normally.
[Continued on blank tab] [Continued on blank tab]
:::Scrying Pool :::Scrying Pool
First you reveal the top card of each player's deck, and either have them First you reveal the top card of each player's deck, and either have them

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@ -127,6 +127,10 @@ Trash a card from your hand.
+1 Card per Coin it costs. +1 Card per Coin it costs.
+2 Cards if it has Potion in its cost. +2 Cards if it has Potion in its cost.
13 Possession Alchemy Action $6 1P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn. 13 Possession Alchemy Action $6 1P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.
14 Possession 2/2 Alchemy Action $6 1P -During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned.
-If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed.
-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.
-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally.
1 Loan Prosperity Treasure $3 Worth 1 Coin. 1 Loan Prosperity Treasure $3 Worth 1 Coin.
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.