Travis build: 1187

This commit is contained in:
Travis CI 2020-03-27 21:43:07 +00:00
parent 58e6af597a
commit f39cf7d629
5 changed files with 30 additions and 30 deletions

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"name": "Junk Dealer"
},
"Knights": {
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"name": "Knights"
},
"Madman": {
@ -2885,8 +2885,8 @@
"name": "Gladiator / Fortune"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: 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.</justify>",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Necromancer - Zombies": {
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"name": "Treasurer / Key"
},
"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. ",
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
"extra": "<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.<n><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": "Urchin / Mercenary"
},
"Vampire - Bat": {

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"name": "Junk Dealer"
},
"Knights": {
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"name": "Knights"
},
"Madman": {
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"name": "Gladiator / Fortune"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: 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.</justify>",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Necromancer - Zombies": {
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"name": "Treasurer / Key"
},
"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. ",
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
"extra": "<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.<n><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": "Urchin / Mercenary"
},
"Vampire - Bat": {

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},
"Knights": {
"name": "Chevalier",
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins."
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins."
},
"Madman": {
"name": "Fou",
@ -2885,8 +2885,8 @@
"name": "Gladiator / Fortune"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: 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.</justify>",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Necromancer - Zombies": {
@ -2966,8 +2966,8 @@
},
"Urchin - Mercenary": {
"name": "Orphelin / Mercenaire",
"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. "
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
"extra": "<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.<n><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."
},
"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>",

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@ -610,8 +610,8 @@
"name": "Junk Dealer"
},
"Knights": {
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"name": "Knights"
},
"Madman": {
@ -2885,8 +2885,8 @@
"name": "Gladiator / Fortune"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: 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.</justify>",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Necromancer - Zombies": {
@ -2965,8 +2965,8 @@
"name": "Treasurer / Key"
},
"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. ",
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
"extra": "<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.<n><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": "Urchin / Mercenary"
},
"Vampire - Bat": {

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@ -610,8 +610,8 @@
"name": "Junk Dealer"
},
"Knights": {
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"name": "Knights"
},
"Madman": {
@ -2885,8 +2885,8 @@
"name": "Gladiator / Fortune"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: 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.</justify>",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Necromancer - Zombies": {
@ -2965,8 +2965,8 @@
"name": "Treasurer / Key"
},
"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. ",
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
"extra": "<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.<n><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": "Urchin / Mercenary"
},
"Vampire - Bat": {