Simplify language tool (#270)
* simplify language tool by using standard json output * stop supporting python < 3
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"name": "Quai",
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"untranslated": "description, extra"
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},
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"adventures events": {
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"description": "<justify>Les Événements ne sont pas des cartes Royaume. Pendant la phase Achat d'un joueur, lorsqu'il peut acheter une carte, il peut acheter un événement à la place. Acheter un Événement signifie payer le coût indiqué sur l'Événement, et ensuite appliquer l'effet de l'Événement. L'Événement reste sur la table, le joueur ne le prend pas; il n'y a aucun moyen pour un joueur d'en recevoir un ou d'en avoir un dans son deck. Acheter un Événement consomme un achat; normalement, un joueur peut soit acheter une carte, soit acheter un Événement. Un joueur avec deux achats, comme après avoir joué Forestier, pourrait acheter deux cartes ou acheter deux événements, ou acheter une carte et un événement (dans n'importe quel ordre). Le même Événement peut être acheté plusieurs fois par tour si le joueur a les Achats et les _ Coins disponibles pour le faire. Certains événements donnent des +Achats et permettent au joueur d'acheter d'autres cartes / événements par la suite. Les joueurs ne peuvent pas jouer d'autres Trésors ce tour après l'achat d'un Événement. Achter un Événement n'est pas un achat de carte et ne déclenche donc pas l'effet de cartes comme Sorcière des Marais ou Fiers-à-Bras (de Prosperité). Les coûts des Événement ne sont pas affectés par des cartes comme Pont aux Trolls.</justify>",
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"extra": "Les événements sont des effets spéciaux qui se déclenchent lors d'un achat, non liés aux cartes. Les joueurs peuvent acheter des Evènements durant leur phase d'Achat pour déclencher l'effet de l'Evènement, comme alternative à (ou en plus d') acheter des cartes de la Réserve.<n> Les Evènements ne sont pas des cartes Royaume; inclure un ou plusieurs Evénements dans une partie ne compte pas dans les 10 piles de cartes Royaume comprises dans la Réserve. En fait, les événements ne sont pas du tout considérés comme des \"cartes\". Tout texte faisant référence à une \"carte\" (comme des instructions pour \"nommer une carte\", ou des réducteurs de coûts modifiant le coût des cartes) ne s'applique pas aux Evènements. Cependant, pour référence, les effets et coûts de l'événement sont imprimés sur des cartes dans une orientation paysage avec des cadres argentés.<n>N'importe quel nombre d'événements peut être utilisé dans une partie, mais il est recommandé de ne pas utiliser plus de deux événements. Lors du choix d'un Royaume aléatoire, les événements peuvent être mélangés dans le paquet de cartes Préparation; les événements qui ont été tirés une fois que les 10 cartes Royaume ont été tirées seront inclus dans le jeu.",
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"name": "Événements"
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"Border Guard - LanternHorn": {
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"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
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"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Lantern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
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"name": "Border Guard / Horn / Lantern",
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"untranslated": "description, extra, name"
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},
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"Page -> Champion": {
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"description": "<justify>Page est échangée contre Chasseuse de Trésors, qui est échangée contre Guerrière, qui est échangée contre Héroïne, qui est échangée contre Championne.</justify><left><u>Page</u>: +1 Carte; +1 Action</left><left><u>Chasseuse de Trésors</u>: +1 Action; +1 Coin; Recevez une carte <i>Argent</i> par carte que le joueur à votre droite a reçue lors de son dernier tour.</left><left><u>Guerrière</u>: +2 Cartes; Pour chaque carte <i>Itinérant</i> que vous avez en jeu (incluant celle-ci), tous vos adversaires défaussent la première carte de leur deck et l'écartent si celle-ci coûte 3 Coins ou 4 Coins.</left><left><u>Héroïne</u>: +2 Coins; Recevez une carte Trésor.</left><left><u>Championne</u>: +1 Action; Pour le reste de la partie, lorsqu'un adversaire joue une carte <i>Attaque</i>, elle n'a pas d'effet sur vous, et quand vous jouez une carte <i>Action</i> : +1 Action. <i>(Cette carte reste en jeu.)</i></left>",
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"extra": "Page est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. La Page est échangée contre la Chasseuse de Trésors, qui est échangée contre la Guerrière, qui est échangée contre l'Héroïne, qui est échangée contre la Championne. Championne n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Pages peuvent être achetées ou reçues d'une autre façon lorsqu'elles sont utilisées dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
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"name": "Page → Championne"
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"Catapult - Rocks": {
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"description": "<left><u>Catapult</u>:</left><n>+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<n><left><u>Rocks</u>:</left><n>+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
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"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. Rocks: If you have no cards in hand left to trash, neither thing happens. If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
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"name": "Catapult / Rocks",
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"untranslated": "description, extra, name"
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},
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"Peasant -> Teacher": {
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"description": "<justify>Paysan est échangé contre Soldat, qui est échangé contre Fugitif, qui est échangé contre Disciple, qui est échangé contre Maître.</justify><left><u>Paysan</u>: +1 Achat; +1 Coin</left><left><u>Soldat</u>: +2 Coins; +1 Coin par autre <i>Attaque</i> que vous avez en jeu. Tous vos adversaires avec 4 cartes ou plus défaussent une carte.</left><left><u>Fugitif</u>: +2 Cartes; +1 Action; Défaussez une carte.</left><left><u>Disciple</u>: Vous pouvez jouer une carte <i>Action</i> de votre main deux fois. Recevez un exemplaire de cette carte.</left><left><u>Maître</u>: Placez cette carte dans votre <i>Taverne</i>. Au début de votre tour, vous pouvez recourir à ce <i>Maître</i> pour placer un de vos jetons \"+1 Carte\", \"+1 Action\", \"+1 Achat\" ou \"+1 Coin\" sur une pile de cartes Action sur laquelle vous n'avez aucun de vos jetons présents.</left>",
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"extra": "Paysan est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. Le Paysan est échangé contre le Soldat, qui est échangé contre le Fugitif, qui est échangé contre le Disciple, qui est échangé contre le Maître. Maître n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Paysans peuvent être achetés ou reçus d'une autre façon lorsqu'ils sont utilisés dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
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"name": "Paysan → Maître"
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"Cemetery - Haunted Mirror": {
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"description": "<left><u>Cemetery</u>:</left><center>2 <*VP*></center><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:</left><center>1 <*COIN*></center><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
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"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
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"name": "Cemetery / Haunted Mirror",
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"untranslated": "description, extra, name"
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},
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"Tournament and Prizes": {
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"description": "+1 Action<n>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.<n><justify>Prizes: <u>Bag of Gold</u>, <u>Diadem</u>, <u>Followers</u>, <u>Princess</u>, <u>Trusty Steed</u></justify>",
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"extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ",
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"name": "Tournament and Prizes",
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"Encampment - Plunder": {
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"description": "<left><u>Encampment</u>:</left><n>+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.<n><left><u>Plunder</u>:</left><n>+2 Coin<br>+1<VP>",
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"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder. Plunder: This gives you a <VP> token every time you play it.",
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"name": "Encampment / Plunder",
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"untranslated": "description, extra, name"
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},
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"Flag Bearer - Flag": {
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"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
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"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
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"name": "Flag Bearer / Flag",
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"untranslated": "description, extra, name"
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},
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"Fool - Lucky Coin": {
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"description": "<left><u>Fool</u>:</left><center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.</center><left><i>Heirloom: Lucky Coin</i></left><left><u>Lucky Coin</u>:</left><center>1 <*COIN*></center><n><n>When you play this, gain a Silver.",
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"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
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"name": "Fool / Lucky Coin",
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"untranslated": "description, extra, name"
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},
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"Gladiator - Fortune": {
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"description": "<left><u>Gladiator</u>:</left><n>If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.<n><left><u>Fortune</u>:</left><n>+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
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"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator. Fortune: You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
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"name": "Gladiator / Fortune",
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"untranslated": "description, extra, name"
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},
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"Hermit - Madman": {
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@@ -2898,18 +2919,111 @@
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"name": "Hermit / Madman",
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"untranslated": "description, extra, name"
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},
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"Necromancer - Zombies": {
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"description": "<left><u>Necromancer</u>:</left><center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.</center><line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:</left><center>You may trash an Action card from your hand for +3 Cards and +1 Action.</center><left><u>Zombie Mason</u>:</left><center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.</center><left><u>Zombie Spy</u>:</left><center>+1 Card</center><center>+1 Action</center><center>Look at the top card of your deck. Discard it or put it back.</center>",
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"extra": "Setup: Put the three Zombies into the trash.\nNecromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
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"name": "Necromancer / Zombies",
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"untranslated": "description, extra, name"
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},
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"Page -> Champion": {
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"description": "<justify>Page est échangée contre Chasseuse de Trésors, qui est échangée contre Guerrière, qui est échangée contre Héroïne, qui est échangée contre Championne.</justify><left><u>Page</u>: +1 Carte; +1 Action</left><left><u>Chasseuse de Trésors</u>: +1 Action; +1 Coin; Recevez une carte <i>Argent</i> par carte que le joueur à votre droite a reçue lors de son dernier tour.</left><left><u>Guerrière</u>: +2 Cartes; Pour chaque carte <i>Itinérant</i> que vous avez en jeu (incluant celle-ci), tous vos adversaires défaussent la première carte de leur deck et l'écartent si celle-ci coûte 3 Coins ou 4 Coins.</left><left><u>Héroïne</u>: +2 Coins; Recevez une carte Trésor.</left><left><u>Championne</u>: +1 Action; Pour le reste de la partie, lorsqu'un adversaire joue une carte <i>Attaque</i>, elle n'a pas d'effet sur vous, et quand vous jouez une carte <i>Action</i> : +1 Action. <i>(Cette carte reste en jeu.)</i></left>",
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"extra": "Page est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. La Page est échangée contre la Chasseuse de Trésors, qui est échangée contre la Guerrière, qui est échangée contre l'Héroïne, qui est échangée contre la Championne. Championne n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Pages peuvent être achetées ou reçues d'une autre façon lorsqu'elles sont utilisées dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
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"name": "Page → Championne"
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},
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"Patrician - Emporium": {
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"description": "<left><u>Patrician</u>:</left><n>+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.<n><left><u>Emporium</u>:</left><n>+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
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"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not. Emporium: This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
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"name": "Patrician / Emporium",
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"untranslated": "description, extra, name"
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},
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"Peasant -> Teacher": {
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"description": "<justify>Paysan est échangé contre Soldat, qui est échangé contre Fugitif, qui est échangé contre Disciple, qui est échangé contre Maître.</justify><left><u>Paysan</u>: +1 Achat; +1 Coin</left><left><u>Soldat</u>: +2 Coins; +1 Coin par autre <i>Attaque</i> que vous avez en jeu. Tous vos adversaires avec 4 cartes ou plus défaussent une carte.</left><left><u>Fugitif</u>: +2 Cartes; +1 Action; Défaussez une carte.</left><left><u>Disciple</u>: Vous pouvez jouer une carte <i>Action</i> de votre main deux fois. Recevez un exemplaire de cette carte.</left><left><u>Maître</u>: Placez cette carte dans votre <i>Taverne</i>. Au début de votre tour, vous pouvez recourir à ce <i>Maître</i> pour placer un de vos jetons \"+1 Carte\", \"+1 Action\", \"+1 Achat\" ou \"+1 Coin\" sur une pile de cartes Action sur laquelle vous n'avez aucun de vos jetons présents.</left>",
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"extra": "Paysan est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. Le Paysan est échangé contre le Soldat, qui est échangé contre le Fugitif, qui est échangé contre le Disciple, qui est échangé contre le Maître. Maître n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Paysans peuvent être achetés ou reçus d'une autre façon lorsqu'ils sont utilisés dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
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"name": "Paysan → Maître"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:</left><center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.</center><left><i>Heirloom: Goat</i></left><left><u>Goat</u>:</left><center>1 <*COIN*></center><n><n>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:</left><center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.</center><left><i>Heirloom: Cursed Gold</i></left><left><u>Cursed Gold</u>:</left><center>3 <*COIN*></center><n><n>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:</left><n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:</left><n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
"name": "Sauna / Avanto",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:</left><center>+1 Card</center><center>+1 Action</center><left>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.</left><left><i>Heirloom: Magic Lamp</i></left><left><u>Magic Lamp</u>:</left><center>1 <*COIN*></center><n><n>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Settlers - Bustling Village": {
|
||||
"description": "<left><u>Settlers</u>:</left><n>+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.<br><left><u>Bustling Village</u>:</left><n>+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
|
||||
"extra": "<u>Settlers</u>: You can look through your discard pile even if you know there is no Copper in it.<n><u>Bustling Village</u>: You can look through your discard pile even if you know there are no Settlers in it.",
|
||||
"name": "Settlers / Bustling Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shelters": {
|
||||
"description": "<left><u>Hovel</u>: When you buy a Victory card, you may trash this from your hand.</left><left><br><u>Necropolis</u>: +2 Actions</left><left><u>Overgrown Estate</u>: 0 <VP>; when you trash this, +1 Card.</left>",
|
||||
"extra": " See Preparation. A shelter is never in the supply. <u>Hovel</u>: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. <u>Overgrown Estate</u>: It is a Victory card despite being worth 0<VP>. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. <u>Necropolis</u>: This is an Action card; when you play it, you get +2 Actions. ",
|
||||
"name": "Refuges",
|
||||
"untranslated": "description, extra"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:</left><center>+1 Action<br>Discard any number of Victory cards, revealing them.</center><center>+2 Cards per card discarded.</center><left><i>Heirloom: Pasture</i></left><left><u>Pasture</u>:</left><center>1 <*COIN*></center><n><line><n>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Swashbuckler - Treasure Chest": {
|
||||
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Swashbuckler / Treasure Chest",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tournament and Prizes": {
|
||||
"description": "+1 Action<n>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.<n><justify>Prizes: <u>Bag of Gold</u>, <u>Diadem</u>, <u>Followers</u>, <u>Princess</u>, <u>Trusty Steed</u></justify>",
|
||||
"extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ",
|
||||
"name": "Tournament and Prizes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:</left><center>+1 Coin</center><center>Receive a Boon.</center><line><center>While this is in play, when you gain a card, you may put that card onto your deck.</center><left><i>Heirloom: Pouch</i></left><left><u>Pouch</u>:</left><center>1 <*COIN*></center><n><n>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Treasurer - Key": {
|
||||
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Treasurer / Key",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Urchin - Mercenary": {
|
||||
"description": "<justify><u>Urchin</u>: 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.</justify>",
|
||||
"extra": "<u>Mercenary</u>: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that 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. ",
|
||||
"name": "Orphelin / Mercenaire",
|
||||
"untranslated": "description, extra"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:</left><center>Each other player receives the next Hex.</center><center>Gain a card costing up to 5 Coin other than a Vampire.</center><center>Exchange this for a Bat.</center><left><u>Bat</u>:</left><center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.</center><left><i>(This is not in the Supply.)</i></left>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"adventures events": {
|
||||
"description": "<justify>Les Événements ne sont pas des cartes Royaume. Pendant la phase Achat d'un joueur, lorsqu'il peut acheter une carte, il peut acheter un événement à la place. Acheter un Événement signifie payer le coût indiqué sur l'Événement, et ensuite appliquer l'effet de l'Événement. L'Événement reste sur la table, le joueur ne le prend pas; il n'y a aucun moyen pour un joueur d'en recevoir un ou d'en avoir un dans son deck. Acheter un Événement consomme un achat; normalement, un joueur peut soit acheter une carte, soit acheter un Événement. Un joueur avec deux achats, comme après avoir joué Forestier, pourrait acheter deux cartes ou acheter deux événements, ou acheter une carte et un événement (dans n'importe quel ordre). Le même Événement peut être acheté plusieurs fois par tour si le joueur a les Achats et les _ Coins disponibles pour le faire. Certains événements donnent des +Achats et permettent au joueur d'acheter d'autres cartes / événements par la suite. Les joueurs ne peuvent pas jouer d'autres Trésors ce tour après l'achat d'un Événement. Achter un Événement n'est pas un achat de carte et ne déclenche donc pas l'effet de cartes comme Sorcière des Marais ou Fiers-à-Bras (de Prosperité). Les coûts des Événement ne sont pas affectés par des cartes comme Pont aux Trolls.</justify>",
|
||||
"extra": "Les événements sont des effets spéciaux qui se déclenchent lors d'un achat, non liés aux cartes. Les joueurs peuvent acheter des Evènements durant leur phase d'Achat pour déclencher l'effet de l'Evènement, comme alternative à (ou en plus d') acheter des cartes de la Réserve.<n> Les Evènements ne sont pas des cartes Royaume; inclure un ou plusieurs Evénements dans une partie ne compte pas dans les 10 piles de cartes Royaume comprises dans la Réserve. En fait, les événements ne sont pas du tout considérés comme des \"cartes\". Tout texte faisant référence à une \"carte\" (comme des instructions pour \"nommer une carte\", ou des réducteurs de coûts modifiant le coût des cartes) ne s'applique pas aux Evènements. Cependant, pour référence, les effets et coûts de l'événement sont imprimés sur des cartes dans une orientation paysage avec des cadres argentés.<n>N'importe quel nombre d'événements peut être utilisé dans une partie, mais il est recommandé de ne pas utiliser plus de deux événements. Lors du choix d'un Royaume aléatoire, les événements peuvent être mélangés dans le paquet de cartes Préparation; les événements qui ont été tirés une fois que les 10 cartes Royaume ont été tirées seront inclus dans le jeu.",
|
||||
"name": "Événements"
|
||||
},
|
||||
"empires events": {
|
||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||
@@ -2922,34 +3036,10 @@
|
||||
"name": "Landmarks - Empires",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Settlers - Bustling Village": {
|
||||
"description": "<left><u>Settlers</u>:</left><n>+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.<br><left><u>Bustling Village</u>:</left><n>+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
|
||||
"extra": "<u>Settlers</u>: You can look through your discard pile even if you know there is no Copper in it.<n><u>Bustling Village</u>: You can look through your discard pile even if you know there are no Settlers in it.",
|
||||
"name": "Settlers / Bustling Village",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Catapult - Rocks": {
|
||||
"description": "<left><u>Catapult</u>:</left><n>+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<n><left><u>Rocks</u>:</left><n>+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
|
||||
"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. Rocks: If you have no cards in hand left to trash, neither thing happens. If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
|
||||
"name": "Catapult / Rocks",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Patrician - Emporium": {
|
||||
"description": "<left><u>Patrician</u>:</left><n>+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.<n><left><u>Emporium</u>:</left><n>+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
|
||||
"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not. Emporium: This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
|
||||
"name": "Patrician / Emporium",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Encampment - Plunder": {
|
||||
"description": "<left><u>Encampment</u>:</left><n>+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.<n><left><u>Plunder</u>:</left><n>+2 Coin<br>+1<VP>",
|
||||
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder. Plunder: This gives you a <VP> token every time you play it.",
|
||||
"name": "Encampment / Plunder",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Gladiator - Fortune": {
|
||||
"description": "<left><u>Gladiator</u>:</left><n>If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.<n><left><u>Fortune</u>:</left><n>+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
|
||||
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator. Fortune: You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
|
||||
"name": "Gladiator / Fortune",
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne hexes": {
|
||||
@@ -2958,78 +3048,12 @@
|
||||
"name": "Hexes",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Vampire - Bat": {
|
||||
"description": "<left><u>Vampire</u>:</left><center>Each other player receives the next Hex.</center><center>Gain a card costing up to 5 Coin other than a Vampire.</center><center>Exchange this for a Bat.</center><left><u>Bat</u>:</left><center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.</center><left><i>(This is not in the Supply.)</i></left>",
|
||||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||||
"name": "Vampire / Bat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Cemetery - Haunted Mirror": {
|
||||
"description": "<left><u>Cemetery</u>:</left><center>2 <*VP*></center><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:</left><center>1 <*COIN*></center><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||||
"name": "Cemetery / Haunted Mirror",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pooka - Cursed Gold": {
|
||||
"description": "<left><u>Pooka</u>:</left><center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.</center><left><i>Heirloom: Cursed Gold</i></left><left><u>Cursed Gold</u>:</left><center>3 <*COIN*></center><n><n>When you play this, gain a Curse.",
|
||||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||||
"name": "Pooka / Cursed Gold",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne states": {
|
||||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
|
||||
"name": "States",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Fool - Lucky Coin": {
|
||||
"description": "<left><u>Fool</u>:</left><center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.</center><left><i>Heirloom: Lucky Coin</i></left><left><u>Lucky Coin</u>:</left><center>1 <*COIN*></center><n><n>When you play this, gain a Silver.",
|
||||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||||
"name": "Fool / Lucky Coin",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Pixie - Goat": {
|
||||
"description": "<left><u>Pixie</u>:</left><center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.</center><left><i>Heirloom: Goat</i></left><left><u>Goat</u>:</left><center>1 <*COIN*></center><n><n>When you play this, you may trash a card from your hand.",
|
||||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||||
"name": "Pixie / Goat",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Secret Cave - Magic Lamp": {
|
||||
"description": "<left><u>Secret Cave</u>:</left><center>+1 Card</center><center>+1 Action</center><left>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.</left><left><i>Heirloom: Magic Lamp</i></left><left><u>Magic Lamp</u>:</left><center>1 <*COIN*></center><n><n>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||||
"name": "Secret Cave / Magic Lamp",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Necromancer - Zombies": {
|
||||
"description": "<left><u>Necromancer</u>:</left><center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.</center><line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:</left><center>You may trash an Action card from your hand for +3 Cards and +1 Action.</center><left><u>Zombie Mason</u>:</left><center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.</center><left><u>Zombie Spy</u>:</left><center>+1 Card</center><center>+1 Action</center><center>Look at the top card of your deck. Discard it or put it back.</center>",
|
||||
"extra": "Setup: Put the three Zombies into the trash.\nNecromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||||
"name": "Necromancer / Zombies",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Shepherd - Pasture": {
|
||||
"description": "<left><u>Shepherd</u>:</left><center>+1 Action<br>Discard any number of Victory cards, revealing them.</center><center>+2 Cards per card discarded.</center><left><i>Heirloom: Pasture</i></left><left><u>Pasture</u>:</left><center>1 <*COIN*></center><n><line><n>Worth 1<VP> per Estate you have.",
|
||||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||||
"name": "Shepherd / Pasture",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Tracker - Pouch": {
|
||||
"description": "<left><u>Tracker</u>:</left><center>+1 Coin</center><center>Receive a Boon.</center><line><center>While this is in play, when you gain a card, you may put that card onto your deck.</center><left><i>Heirloom: Pouch</i></left><left><u>Pouch</u>:</left><center>1 <*COIN*></center><n><n>+1 Buy",
|
||||
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||||
"name": "Tracker / Pouch",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"nocturne boons": {
|
||||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||||
"name": "Boons",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Sauna - Avanto": {
|
||||
"description": "<left><u>Sauna</u>:</left><n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:</left><n>+3 Cards<n>You may play a Sauna from your hand.",
|
||||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||||
"name": "Sauna / Avanto",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"promo events": {
|
||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||
"extra": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
|
||||
@@ -3042,30 +3066,6 @@
|
||||
"name": "Projects",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Border Guard - LanternHorn": {
|
||||
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||||
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Lantern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Border Guard / Horn / Lantern",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Flag Bearer - Flag": {
|
||||
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||||
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Flag Bearer / Flag",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Treasurer - Key": {
|
||||
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||||
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Treasurer / Key",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"Swashbuckler - Treasure Chest": {
|
||||
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||||
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||||
"name": "Swashbuckler / Treasure Chest",
|
||||
"untranslated": "description, extra, name"
|
||||
},
|
||||
"events": {
|
||||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||||
|
||||
Reference in new issue
Block a user