From deb2a267ac606ad6d2fd62ef0f119ea8d4c6834c Mon Sep 17 00:00:00 2001 From: Sumpfork Date: Wed, 19 Jun 2013 17:18:41 -0700 Subject: [PATCH] Guilds text additions from Shawn (Putts on BGG) --- dominion_card_extras.txt | 163 +++++++++++++++++++++++++++++++++++++++ dominion_cards.txt | 35 +++++++++ 2 files changed, 198 insertions(+) diff --git a/dominion_card_extras.txt b/dominion_card_extras.txt index d66d077..387875a 100644 --- a/dominion_card_extras.txt +++ b/dominion_card_extras.txt @@ -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. \ No newline at end of file diff --git a/dominion_cards.txt b/dominion_cards.txt index 880ccf0..3910566 100644 --- a/dominion_cards.txt +++ b/dominion_cards.txt @@ -461,3 +461,38 @@ Necropolis: +2 Actions Overgrown Estate: 0 ; 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. \ No newline at end of file