{
"Alms": {
"description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.",
"extra": "You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.",
"name": "Alms"
},
"Amulet": {
"description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.",
"extra": "You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.",
"name": "Amulet"
},
"Artificer": {
"description": "+1 Card
+1 Action
+1 CoinDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.",
"extra": "First you get +1 Card, +1 Action, and +1 Coin. Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards.",
"name": "Artificer"
},
"Ball": {
"description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.",
"extra": "When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.",
"name": "Ball"
},
"Bonfire": {
"description": "Trash up to 2 cards you have in play.",
"extra": "This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.",
"name": "Bonfire"
},
"Borrow": {
"description": "+1 BuyOnce per turn:
If your -1 Card token isn't on your deck, put it there and +1 Coin.",
"extra": "You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.",
"name": "Borrow"
},
"Bridge Troll": {
"description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:+1 BuyWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.",
"extra": "This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins).",
"name": "Bridge Troll"
},
"Caravan Guard": {
"description": "+1 Card
+1 ActionAt the start of your next turn, +1 CoinWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)",
"extra": "This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player's turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player's turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.",
"name": "Caravan Guard"
},
"Champion": {
"description": "+1 ActionFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.(This stays in play. This is not in the Supply.)",
"extra": "Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.",
"name": "Champion"
},
"Coin of the Realm": {
"description": "1 <*COIN*>When you play this, put it on your Tavern mat.Directly after resolving an Action, you may call this for +2 Actions.",
"extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.",
"name": "Coin of the Realm"
},
"Disciple": {
"description": "You may play an Action card from your hand twice. Gain a copy of it.When you discard this from play, you may exchange it for a Teacher.(This is not in the Supply.)",
"extra": "Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.",
"name": "Disciple"
},
"Distant Lands": {
"description": "Put this on your Tavern mat.Worth 4 if on your Tavern mat at the end of the Game (otherwise worth 0 ).",
"extra": "This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).",
"name": "Distant Lands"
},
"Dungeon": {
"description": "+1 ActionNow and at the start of your next turn: +2 Cards then discard 2 cards.",
"extra": "When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.",
"name": "Dungeon"
},
"Duplicate": {
"description": "Put this on your Tavern mat.When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.",
"extra": "When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.",
"name": "Duplicate"
},
"Expedition": {
"description": "Draw 2 extra cards for your next hand.",
"extra": "This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.",
"name": "Expedition"
},
"Ferry": {
"description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin).",
"extra": "When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.",
"name": "Ferry"
},
"Fugitive": {
"description": "+2 Cards
+1 ActionDiscard a card.When you discard this from play, you may exchange it for a Disciple.(This is not in the Supply.)",
"extra": "When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.",
"name": "Fugitive"
},
"Gear": {
"description": "+2 CardsSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.",
"extra": "You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.",
"name": "Gear"
},
"Giant": {
"description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.",
"extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.",
"name": "Giant"
},
"Guide": {
"description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to discard your hand and draw 5 cards.",
"extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.",
"name": "Guide"
},
"Haunted Woods": {
"description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.At the start of your next turn:+3 Cards",
"extra": "you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.",
"name": "Haunted Woods"
},
"Hero": {
"description": "+2 CoinsGain a Treasure.When you discard this from play, you may exchange it for a Champion.(This is not in the Supply.)",
"extra": "The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.",
"name": "Hero"
},
"Hireling": {
"description": "At the start of each of your turns for the rest of the game:+1 Card(This stays in play.)",
"extra": "After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.",
"name": "Hireling"
},
"Inheritance": {
"description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).",
"extra": "You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.",
"name": "Inheritance"
},
"Lost Arts": {
"description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).",
"extra": "When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.",
"name": "Lost Arts"
},
"Lost City": {
"description": "+2 Cards
+2 ActionsWhen you gain this, each other player draws a card.",
"extra": "When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.",
"name": "Lost City"
},
"Magpie": {
"description": "+1 Card
+1 ActionReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.",
"extra": "If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.",
"name": "Magpie"
},
"Messenger": {
"description": "+1 Buy
+2 CoinsYou may put your deck into your discard pile.When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.",
"extra": "When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.",
"name": "Messenger"
},
"Miser": {
"description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.",
"extra": "You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.",
"name": "Miser"
},
"Mission": {
"description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.",
"extra": "You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.",
"name": "Mission"
},
"Page": {
"description": "+1 Card
+1 ActionWhen you discard this from play, you may exchange it for a Treasure Hunter.",
"extra": "See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.",
"name": "Page"
},
"Pathfinding": {
"description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).",
"extra": "When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.",
"name": "Pathfinding"
},
"Peasant": {
"description": "+1 Buy
+1 CoinWhen you discard this from play, you may exchange it for a Soldier.",
"extra": "See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.",
"name": "Peasant"
},
"Pilgrimage": {
"description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.",
"extra": "At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.",
"name": "Pilgrimage"
},
"Plan": {
"description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)",
"extra": "When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.",
"name": "Plan"
},
"Port": {
"description": "+1 Card
+2 ActionsWhen you buy this, gain another Port.",
"extra": "When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.",
"name": "Port"
},
"Quest": {
"description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.",
"extra": "You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.",
"name": "Quest"
},
"Raid": {
"description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.",
"extra": "This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.",
"name": "Raid"
},
"Ranger": {
"description": "+1 BuyTurn your Journey token over (it starts face up). If it's face up, +5 Cards.",
"extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.",
"name": "Ranger"
},
"Ratcatcher": {
"description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand.",
"extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.",
"name": "Ratcatcher"
},
"Raze": {
"description": "+1 ActionTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in _ Coins of the trashed card. Put one into your hand and discard the rest.",
"extra": "If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.",
"name": "Raze"
},
"Relic": {
"description": "2 <*COIN*>When you play this, each other player puts his -1 Card token on his deck.",
"extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.",
"name": "Relic"
},
"Royal Carriage": {
"description": "+1 ActionPut this on your Tavern mat.Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.",
"extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.",
"name": "Royal Carriage"
},
"Save": {
"description": "+1 BuyOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).",
"extra": "You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.",
"name": "Save"
},
"Scouting Party": {
"description": "+1 BuyLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.",
"extra": "When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.",
"name": "Scouting Party"
},
"Seaway": {
"description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).",
"extra": "When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.",
"name": "Seaway"
},
"Soldier": {
"description": "+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.When you discard this from play, you may exchange it for a Fugitive.(This is not in the Supply.)",
"extra": "This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.",
"name": "Soldier"
},
"Storyteller": {
"description": "+1 Action
+1 CoinPlay up to 3 Treasures from your hand. Pay all of your _ Coins. +1 Card per Coin paid.",
"extra": "This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.",
"name": "Storyteller"
},
"Swamp Hag": {
"description": "Until your next turn, when any other player buys a card, he gains a Curse.At the start of your next turn:+3 Coins",
"extra": "you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.",
"name": "Swamp Hag"
},
"Teacher": {
"description": "Put this on your Tavern mat.At the start of your turn, you may call this, to move your +1 Card token, +1 Action token, +1 Buy token, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).(This is not in the Supply.)",
"extra": "When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.",
"name": "Teacher"
},
"Trade": {
"description": "Trash up to 2 cards from your hand.Gain a Silver per card you trashed.",
"extra": "You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.",
"name": "Trade"
},
"Training": {
"description": "Move your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).",
"extra": "When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.",
"name": "Training"
},
"Transmogrify": {
"description": "+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.",
"extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.",
"name": "Transmogrify"
},
"Travelling Fair": {
"description": "+2 BuysWhen you gain a card this turn, you may put it on top of your deck.",
"extra": "When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.",
"name": "Travelling Fair"
},
"Treasure Hunter": {
"description": "+1 Action
+1 CoinGain a Silver per card the player to your right gained in his last turn.When you discard this from play, you may exchange it for a Warrior.(This is not in the Supply.)",
"extra": "This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.",
"name": "Treasure Hunter"
},
"Treasure Trove": {
"description": "2 <*COIN*>When you play this, gain a Gold and a Copper.",
"extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.",
"name": "Treasure Trove"
},
"Warrior": {
"description": "+2 CardsFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.When you discard this from play, you may exchange it for a Hero.(This is not in the Supply.)",
"extra": "Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers.",
"name": "Warrior"
},
"Wine Merchant": {
"description": "+1 Buy
+4 CoinsPut this on your Tavern mat.At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.",
"extra": "When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.",
"name": "Wine Merchant"
},
"Alchemist": {
"description": "+2 Cards
+1 ActionWhen you discard this from play, you may put this on top of your deck if you have a Potion in play.",
"extra": "When you play this, you draw two cards and may play an additional Action card this turn. In the Clean-up Phase, when you discard this, if you have at least one Potion card in play, you may put Alchemist on top of your deck. This is optional and happens before drawing your new hand. If you have no cards in your deck when you do this, Alchemist becomes the only card in your deck. If you have multiple Alchemists and a Potion, you can put any or all of the Alchemists on top of your deck. You don't have to have used the Potion to buy anything, you only need to have played it.",
"name": "Alchemist"
},
"Apothecary": {
"description": "+1 Card
+1 ActionReveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.",
"extra": "You draw a card first. Then reveal the top four cards, put the Coppers and Potions into your hand, and put the rest back on top of your deck. If there aren't four cards left in your deck, reveal what you can and shuffle to get the rest. If there still aren't enough cards, just reveal what there is. Any cards that are not Copper and are not Potion go back on top of your deck in an order your choose. You cannot choose not to take all of the Coppers and Potions. If after revealing four cards there are no cards left in your deck, the cards you put back will become the only cards in your deck.",
"name": "Apothecary"
},
"Apprentice": {
"description": "+1 ActionTrash a card from your hand.+1 Card per _ Coin it costs.+2 Cards if it has Potion in its cost.",
"extra": "If you do not have any cards left in hand to trash, you do not draw any cards. If you trash a card costing 0 coins, such as Curse or Copper, you do not draw any cards. Otherwise you draw a card per _ Coin the card you trashed cost, and another two cards if it had Potion in its cost. For example, if you trash a Golem, which costs 4 Coins and 1 Potion, you draw 6 cards.",
"name": "Apprentice"
},
"Familiar": {
"description": "+1 Card
+1 ActionEach other player gains a curse.",
"extra": "If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left. If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action. A player gaining a Curse puts it face-up into his Discard pile.",
"name": "Familiar"
},
"Golem": {
"description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.Discard the other cards, then play the Action cards in either order.",
"extra": "Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem. If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue. If you run out and have no discard pile left either, you just get the Actions you found. Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done. If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them. These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is Throne Room (from Dominion), you cannot use it on the other one.",
"name": "Golem"
},
"Herbalist": {
"description": "+1 Buy
+1 CoinWhen you discard this from play, you may put one of your Treasures from play on top of your deck.",
"extra": "You get an extra 1 Coin to spend this turn, and may buy an additional card in your Buy phase. When you discard this from play (usually during Clean-up), you may choose a Treasure card you have in play, and put that card on your deck. If you have no cards in your deck, that Treasure will become the only card in your deck. You choose what order to discard cards during Clean-up; so, for example, if you have Herbalist, Potion, and Alchemist in play, you could choose to discard Alchemist first, putting it on top of your deck, then discard Herbalist, and put Potion on top of your deck. If you have multiple Herbalists in play, each one will let you put another Treasure from play onto your deck.",
"name": "Herbalist"
},
"Philosopher's Stone": {
"description": "When you play this, count your deck and discard pile.Worth 1 Coin per 5 cards total between them (rounded down).",
"extra": "This is a Treasure card. It is a Kingdom card; it will only be in games where it is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to be one of them. It is played during your Buy phase, like other Treasure cards. When you play it, count the number of cards in your deck and discard pile combined, divide by 5, and round down. That is how many coins this produces for you. Once played, the amount of coins you get does not change even if the number of cards changes later in the turn. The next time you play it, count again. If you play multiple copies, obviously the number will be the same for all of them. It does not matter what order your discard pile is in, but the order your deck is in matters. Do not change that order while counting! You will get to look through your discard pile as you count it. You only get to count your deck and discard pile, not your hand or cards in play or set aside cards. You cannot play more Treasures after buying something in your buy phrase; so for example you cannot buy a card, then play Philosopher's Stone, then buy another card.",
"name": "Philosopher's Stone"
},
"Possession": {
"description": "The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.",
"extra": "You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering card interactions - the \"you\" in all cards still refers to the player being Possessed, not the player doing the Possessing. Possession has several pieces to it: -You can see the Possessed player's cards for the entire turn, which means you will see his next hand during Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at cards he has set aside with Native Village (from Seaside). You can count any cards he can count. -Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of his deck or somewhere else. [Possession also gives the Possessing player all tokens the Possessed player would get, including _ Coins, , and Debt tokens.]",
"name": "Possession"
},
"Scrying Pool": {
"description": "+1 ActionEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.Put all of your revealed cards into your hand.",
"extra": "First you reveal the top card of each player's deck, and either have them discard it or have them put it back. After you finish making those decisions, reveal cards from the top of your deck until you reveal a card that isn't an Action card. If you run out of cards without revealing an Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there. Put all of the revealed Action cards into your hand, plus that first non-Action you revealed. If the very first card you revealed was not an Action, that card goes into your hand. Cards with multiple types, one of which is Action, are Actions. The only cards that go into your hand are the ones revealed as part of the revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.",
"name": "Scrying Pool"
},
"Transmute": {
"description": "Trash a card from your hand. If it is an...Action card, gain a DuchyTreasure card, gain a TransmuteVictory card, gain a Gold",
"extra": "If you have no cards left in hand to trash, you do not get anything. If you trash a Curse to this, you do not get anything - Curse is not an Action card or Victory card or Treasure card. If you trash a card with more than one type, you get each applicable thing. For example, if you trash an Action-Victory card (such as Nobles, from Intrigue), you gain both a Duchy and a Gold. Gained cards come from the Supply and go to your discard pile. If there are no appropriate cards left to gain, you don't gain those cards.",
"name": "Transmute"
},
"University": {
"description": "+2 ActionsYou may gain an Action card costing up to 5 Coins.",
"extra": "Gaining an Action card is optional. If you choose to gain one, it comes from the Supply, must cost no more than 5 coins, and goes to your discard pile. Cards with multiple types, one of which is Action, are Actions and can be gained this way. Cards with Potion in their cost can't be gained by this.",
"name": "University"
},
"Vineyard": {
"description": "Worth 1 for every 3 Action cards in your deck (rounded down).",
"extra": "This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 3 Action cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 11 Action cards, Vineyard is worth 3 victory points. During set-up, put all 12 Vineyards in the Supply for a game with 3 or more players, but only 8 in the Supply for a 2-player game. Cards with multiple types, one of which is Action, are Actions and so are counted by Vineyard.",
"name": "Vineyard"
},
"Grey Mustang": {
"description": "+1 Card(Victory cards may be discarded, then draw another)+2 Actions-1 Coin
(The coin is used for the entertainment of the precious thoroughbred.)1 <*VP*>
The victory point is counted at the end of the game.",
"extra": "",
"name": "Grey Mustang"
},
"Rabbits": {
"description": "+1 Card+1 Action
All other players put a victory card from their hand on their deck.
If it's the 2nd Rabbits card played (in this turn), players must also search through their discard pile for Victory cards if they have none in hand.
If it's the 3rd Rabbits card (rabbit plague), all other players must put all Victory cards from their hand and discard pile on their deck.
Rabbits can only be defended against by Yard Dog.",
"extra": "",
"name": "Rabbits"
},
"Yard Dog": {
"description": "+1 Card+1 Action
Defends the section in which he dwells (hand, discard pile or deck) against any attack which aims at this section (only if he is or becomes visible or can be shown)",
"extra": "",
"name": "Yard Dog"
},
"Potion": {
"description": "1 <*POTION*>",
"extra": "This is a basic Treasure card. It costs 4 Coins and produces Potion. It is not a Kingdom card. After you choose 10 Kingdom cards for the Supply, if any of them have Potion in the cost, add the Potion pile to the Supply. Also add the Potion pile if you are using the promotional card Black Market, and the Black Market deck includes at least one card with Potion in the cost. If you don't have any cards with Potion in the cost in the Supply or the Black Market deck, do not use the Potion pile in this game. When you have a Potion pile, put all 16 Potions in it, no matter how many players there are. In games using this pile, if the pile becomes empty, that will count towards the game ending condition.",
"name": "Potion"
},
"Copper": {
"description": "1 <*COIN*>",
"extra": "60 cards per game.",
"name": "Copper"
},
"Curse": {
"description": "-1 <*VP*>",
"extra": "Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.",
"name": "Curse"
},
"Duchy": {
"description": "3 <*VP*>",
"extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
"name": "Duchy"
},
"Estate": {
"description": "1 <*VP*>",
"extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
"name": "Estate"
},
"Gold": {
"description": "3 <*COIN*>",
"extra": "30 cards per game.",
"name": "Gold"
},
"Province": {
"description": "6 <*VP*>",
"extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.",
"name": "Province"
},
"Silver": {
"description": " 2 <*COIN*>",
"extra": "40 cards per game.",
"name": "Silver"
},
"Trash": {
"description": "Pile of trash.",
"extra": "",
"name": "Trash"
},
"Colony": {
"description": "10 <*VP*>",
"extra": "This is not a Kingdom card. You do not use it every game. It is a Victory card worth 10 VP. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]",
"name": "Colony"
},
"Platinum": {
"description": "5 <*COIN*>",
"extra": "This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5 coins. If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the number of players. Platinum and Colony are meant to be used together and both or neither should be used, not one or the other.]",
"name": "Platinum"
},
"Bag of Gold": {
"description": "+1 ActionGain a Gold, putting it on top of your deck.(This is not in the Supply.)",
"extra": "The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules.",
"name": "Bag of Gold"
},
"Diadem": {
"description": "2 <*COIN*>When you play this, +1 Coins per unused Action you have (Action, not Action card).(This is not in the Supply.)",
"extra": "This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules.",
"name": "Diadem"
},
"Fairgrounds": {
"description": "Worth 2 for every 5 differently named cards in your deck (rounded down).",
"extra": "At the end of the game, this is worth 2 per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.",
"name": "Fairgrounds"
},
"Farming Village": {
"description": "+2 ActionsReveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.",
"extra": "Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action - you stop on the first card matching either type.",
"name": "Farming Village"
},
"Followers": {
"description": "+2 CardsGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.(This is not in the Supply.)",
"extra": "Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules.",
"name": "Followers"
},
"Fortune Teller": {
"description": "+2 CoinEach other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.",
"extra": "Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type.",
"name": "Fortune Teller"
},
"Hamlet": {
"description": "+1 Card
+1 ActionYou may discard a card; If you do +1 Action.You may discard a card; If you do +1 Buy",
"extra": "First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys.",
"name": "Hamlet"
},
"Harvest": {
"description": "Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.",
"extra": "Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed Copper, Silver, Copper, Estate, that would be +3 coins .",
"name": "Harvest"
},
"Horn of Plenty": {
"description": "0 <*COIN*>When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it's a Victory card, trash this.",
"extra": "This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one).",
"name": "Horn of Plenty"
},
"Horse Traders": {
"description": "+1 Buy
+3 Coin
Discard 2 CardsWhen another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.",
"extra": "When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards.",
"name": "Horse Traders"
},
"Hunting Party": {
"description": "+1 Card
+1 ActionReveal your hand. Reveal cards from your deck until you reveal a card that isn't in a duplicate of one in your hand and discard the rest.",
"extra": "First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck.",
"name": "Hunting Party"
},
"Jester": {
"description": "+2 CoinsEach other player discards the top card of his deck. If it's a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.",
"extra": "Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Intrigue) is a Victory card.",
"name": "Jester"
},
"Menagerie": {
"description": "+1 ActionReveal your hand.If there are no duplicate cards in it, +3 Cards.Otherwise, +1 Card.",
"extra": "If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards.",
"name": "Menagerie"
},
"Princess": {
"description": "+1 BuyWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.(This is not in the Supply.)",
"extra": "This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules.",
"name": "Princess"
},
"Remake": {
"description": "Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.",
"extra": "Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing.",
"name": "Remake"
},
"Tournament": {
"description": "+1 ActionEach 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.Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed",
"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"
},
"Trusty Steed": {
"description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.(The choices must be different.)(This is not in the Supply.)",
"extra": "First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules.",
"name": "Trusty Steed"
},
"Young Witch": {
"description": "+2 CardsDiscard 2 cards. Each other player may reveal a Bane card from his hand.If he doesn't, he gains a Curse.Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.",
"extra": "This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse.",
"name": "Young Witch"
},
"Altar": {
"description": "Trash a card from your hand. Gain a card costing up to 5 Coins.",
"extra": "You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.",
"name": "Altar"
},
"Armory": {
"description": "Gain a card costing up to 4 Coins, putting it on top of your deck.",
"extra": "The card you gain comes from the Supply and is put on top of your deck.",
"name": "Armory"
},
"Band of Misfits": {
"description": "Play this as if it were an Action card in the Supply costing less than it that you choose.This is that card until it leaves play.",
"extra": "When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile",
"name": "Band of Misfits"
},
"Bandit Camp": {
"description": "+1 Card
+2 ActionsGain a Spoils from the Spoils pile.",
"extra": "Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.",
"name": "Bandit Camp"
},
"Beggar": {
"description": "Gain 3 Coppers, putting them into your hand.When another player plays an Attack card, you may discard this.If you do, gain two Silvers, putting one on top of your deck.",
"extra": "When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.",
"name": "Beggar"
},
"Catacombs": {
"description": "Look at the top 3 cards of your deck.Choose one: Put them into your hand;or discard them and +3 Cards.When you trash this, gain a cheaper card.",
"extra": "When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.",
"name": "Catacombs"
},
"Count": {
"description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.Choose one: +3 Coins; or trash your hand; or gain a Duchy.",
"extra": "This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.",
"name": "Count"
},
"Counterfeit": {
"description": "1 <*COIN*>
+1 BuyWhen you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure",
"extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.",
"name": "Counterfeit"
},
"Cultist": {
"description": "+2 CardsEach other player gains a Ruins. You may play a Cultist from your hand.When you trash this, +3 Cards.",
"extra": "When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.",
"name": "Cultist"
},
"Death Cart": {
"description": "+5 CoinsYou may trash an Action card from your hand. If you don't, trash this.When you gain this, gain 2 Ruins.",
"extra": "When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.",
"name": "Death Cart"
},
"Feodum": {
"description": "Worth 1 for every 3 Silvers in your deck (round down).When you trash this, gain 3 Silvers.",
"extra": "This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.",
"name": "Feodum"
},
"Forager": {
"description": "+1 Action
+1 BuyTrash a card from your hand.+1 Coin per differently named Treasure in the trash.",
"extra": "Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin er differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
"name": "Forager"
},
"Fortress": {
"description": "+1 Card
+2 ActionsWhen you trash this, put it into your hand.",
"extra": "When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.",
"name": "Fortress"
},
"Graverobber": {
"description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.",
"extra": "You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.",
"name": "Graverobber"
},
"Hermit": {
"description": "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.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.",
"extra": "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. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. 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.",
"name": "Hermit"
},
"Hovel": {
"description": "When you buy a Victory card, you may trash this from your hand.",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. 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.",
"name": "Hovel"
},
"Hunting Grounds": {
"description": "+ 4 CardsWhen you trash this, gain a Duchy or 3 Estates.",
"extra": "When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.",
"name": "Hunting Grounds"
},
"Ironmonger": {
"description": "+1 Card
+1 ActionReveal the top card of your deck; you may discard it. Either way, if it is an…Action card, +1 ActionTreasure card, +1 CoinVictory card, +1 Card",
"extra": "First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.",
"name": "Ironmonger"
},
"Junk Dealer": {
"description": "+1 Card
+1 Action
+1 CoinTrash a card from your hand.",
"extra": "You have to trash a card from your hand if you can. You draw before trashing.",
"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 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.",
"name": "Knights"
},
"Madman": {
"description": "+2 ActionsReturn this to the Madman pile. If you do, +1 Card per card in your hand.(This card is not in the supply.)",
"extra": "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.",
"name": "Madman"
},
"Marauder": {
"description": "Gain a Spoils from the Spoils pile.Each other player gains a Ruins.",
"extra": "First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.",
"name": "Marauder"
},
"Market Square": {
"description": "+1 Card
+1 Action
+1 BuyWhen one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.",
"extra": "When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.",
"name": "Market Square"
},
"Mercenary": {
"description": "You may trash 2 cards from your hand.If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.(This is not in the Supply.)",
"extra": "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": "Mercenary"
},
"Mystic": {
"description": "+1 Action
+ 2 CoinsName a card.Reveal the top card of your deck.If it's the named card, put it into your hand.",
"extra": "You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.",
"name": "Mystic"
},
"Necropolis": {
"description": "+2 Actions",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.",
"name": "Necropolis"
},
"Overgrown Estate": {
"description": "0<*VP*>When you trash this, +1 Card.",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. 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.",
"name": "Overgrown Estate"
},
"Pillage": {
"description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.Gain 2 Spoils from the Spoils pile.",
"extra": "First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.",
"name": "Pillage"
},
"Poor House": {
"description": "+4 CoinsReveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.",
"extra": "First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.",
"name": "Poor House"
},
"Procession": {
"description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.",
"extra": "Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.",
"name": "Procession"
},
"Rats": {
"description": "+1 Card
+1 ActionGain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).When you trash this, +1 Card.",
"extra": "Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.",
"name": "Rats"
},
"Rebuild": {
"description": "+ 1 ActionName a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.",
"extra": "You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.",
"name": "Rebuild"
},
"Rogue": {
"description": "+ 2 CoinsIf there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.",
"extra": "If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.",
"name": "Rogue"
},
"Ruins": {
"description": "Abandoned Mine: +1 Coin
Ruined Library: +1 Card
Ruined Market: +1 Buy
Ruined Village: +1 Action
Survivors: Look at the top 2 cards of your deck. Discard them or put them back in any order.",
"extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.",
"name": "Ruins"
},
"Sage": {
"description": "+1 ActionReveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.",
"extra": "If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.",
"name": "Sage"
},
"Scavenger": {
"description": "+2 CoinsYou may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.",
"extra": "Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.",
"name": "Scavenger"
},
"Spoils": {
"description": "3 <*COIN*>When you play this, return it to the Spoils pile.(This is not in the Supply.)",
"extra": "This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.",
"name": "Spoils"
},
"Squire": {
"description": "+1 CoinChoose one: +2 Actions; or +2 Buys; or gain a Silver.When you trash this, gain an Action card.",
"extra": "When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.",
"name": "Squire"
},
"Storeroom": {
"description": "+1 BuyDiscard any number of cards.+1 Card per card discarded.Discard any number of cards.+ 1 Coins per card discarded the second time.",
"extra": "Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.",
"name": "Storeroom"
},
"Urchin": {
"description": "+1 Card
+1 ActionEach other player discards down to 4 cards in hand.When you play another Attack card with this in play, you may trash this.If you do, gain a Mercenary from the Mercenary pile.",
"extra": "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. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. 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.",
"name": "Urchin"
},
"Vagrant": {
"description": "+1 Card
+1 ActionReveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.",
"extra": "You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.",
"name": "Vagrant"
},
"Wandering Minstrel": {
"description": "+1 Card
+2 ActionsReveal the top 3 cards of your deck.Put the Actions back on top in any order and discard the rest.",
"extra": "First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.",
"name": "Wandering Minstrel"
},
"Adventurer": {
"description": "Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.",
"extra": "If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards. If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.",
"name": "Adventurer"
},
"Chancellor": {
"description": "+2 CoinsYou may immediately put your deck into your discard pile.",
"extra": "You must resolve the Chancellor (decide whether or not to discard your Deck by flipping it into your Discard pile) before doing other things on your turn, like deciding what to buy or playing another Action card. You may not look through your Deck as you discard it.",
"name": "Chancellor"
},
"Feast": {
"description": "Trash this card. Gain a card costing up to 5 Coins.",
"extra": "The gained card goes into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.",
"name": "Feast"
},
"Spy": {
"description": "+1 Card
+1 ActionEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.",
"extra": "Spy causes all players, including the one who played it, to reveal the top card of their Deck. Note that you draw your card for playing Spy before any cards are revealed. Anyone who does not have any cards left in their Deck shuffles in order to have something to reveal. Anyone who still has no cards to reveal doesn't reveal one. If players care about the order in which things happen for this, you do yourself first, then each other player in turn order. Revealed cards that aren't discarded are returned to the top of their players' Decks.",
"name": "Spy"
},
"Thief": {
"description": "Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.",
"extra": "A player with just one card left revealed that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. A player who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards, and then you gain any of the trashed cards that you want. You can only take Treasures just trashed - not ones trashed on previous turns. You can take none of them, all of them, or anything in between. Put the Treasures you decided to gain into your Discard pile. The ones you choose not to gain stay in the Trash pile.",
"name": "Thief"
},
"Woodcutter": {
"description": "+1 Buy
+2 Coins",
"extra": "During your Buy phase, you may add 2 Coins to the total value of the Treasure cards played, and you may buy an additional card from the Supply.",
"name": "Woodcutter"
},
"Bureaucrat": {
"description": "Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).",
"extra": "If you have no cards left in your Deck when you play this card, the Silver you gain will become the only card in your Deck. Similarly, if another players has no cards in his Deck, the Victory card he puts on top will become the only card in his Deck.",
"name": "Bureaucrat"
},
"Cellar": {
"description": "+1 ActionDiscard any number of cards. +1 Card per card discarded.",
"extra": "You can't discard Cellar to itself, since it isn't in your hand any longer when you resolve it. You choose what cards to discard and discard them all at once. You only draw cards after you have discarded. If you have to shuffle to do the drawing, the discarded cards will end up shuffled into your new Deck.",
"name": "Cellar"
},
"Chapel": {
"description": "Trash up to 4 cards from your hand.",
"extra": "You can't trash the Chapel itself since it isn't in your hand when you resolve it. You could trash a different Chapel card if that card were in your hand.",
"name": "Chapel"
},
"Council Room": {
"description": "+4 Cards
+1 BuyEach other player draws a card.",
"extra": "The other players must draw a card whether they want to or not. All players should shuffle as necessary.",
"name": "Council Room"
},
"Festival": {
"description": "+2 Actions
+1 Buy
+2 Coins",
"extra": "If you are playing multiple Festivals, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time (i.e. \"I'm playing the Festival and now have two Actions remaining. I play a Market and have two Actions remaining. I play another Festival and now have three actions remaining...).",
"name": "Festival"
},
"Gardens": {
"description": "Worth 1 for every 10 cards in your deck (rounded down).",
"extra": "This Kingdom card is a Victory card, not an Action card. It does nothing until the end of the game, when it is worth 1 victory point per 10 cards in your Deck (counting all of your cards - your Discard pile and hand are part of your Deck at that point). Round down; if you have 39 cards, Gardens is worth 3 victory points. During set-up, place 12 Gardens in the Supply for a 3+ player game and 8 in the Supply for a 2 player game.",
"name": "Gardens"
},
"Laboratory": {
"description": "+2 Cards
+1 Action.",
"extra": "Draw two cards. You may play another Action card during your Action phase.",
"name": "Laboratory"
},
"Library": {
"description": "Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.",
"extra": "If you have to shuffle in the middle, the set-aside cards are not shuffled into the new Deck. They will be discarded when you have finished drawing cards. If you run out of cards even after shuffling, you just get however many there were. You are not obligated to set aside Actions - you just have the option to do so. If you have 7 or more cards in hand after you play the Library, you don't draw any cards.",
"name": "Library"
},
"Market": {
"description": "+1 Card
+1 Action
+1 Buy
+1 Coin",
"extra": "Draw a card. You may play another Action card during your Actions phase. During your Buy phase, you may buy an additional card from the supply, and add one coin to the total value of the Treasure cards played.",
"name": "Market"
},
"Militia": {
"description": "+2 CoinsEach other player discards down to 3 cards in his hand.",
"extra": "The attacked players discard cards until they have only 3 cards in hand. Players who had 3 or fewer cards in hand when Militia was played do not discard any cards.",
"name": "Militia"
},
"Mine": {
"description": "You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to 3 Coins more than it.[Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.]",
"extra": "Generally, you can trash a Copper card and gain a Silver, or trash a Silver card and gain a Gold. However, you could also trash a Treasure to gain the same Treasure or a cheaper one. The gained card goes in your hand; thus, you can spend it the same turn. If you don't have a Treasure card in your hand to trash, you can't gain anything.",
"name": "Mine"
},
"Moat": {
"description": "+2 CardsWhen another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.",
"extra": "An attack card is one that says \"Attack\" on the bottom line (usually, \"Action - Attack\"). When someone else plays an Attack card, you may reveal the Moat by showing it from your hand to the other players and then returning it to your hand (before the Attack card resolves). You are then unaffected by that Attack card. You won't gain a Curse because of a Witch or reveal a card to a Spy, and so on. Moat doesn't stop anything an Attack does to other players or to the player of the Attack; for example, if everyone else Moats a Witch, the person who played it still gets to draw 2 cards. Moat can also be played on your turn as an Action to draw 2 cards.",
"name": "Moat"
},
"Moneylender": {
"description": "You may trash a Copper from your hand for +3 Coins.[Trash a Copper from your hand. If you do, +3 Coins.]",
"extra": "If you do not have a Copper in your hand to trash, you don't get the +3 Coins to spend in the Buy phase.",
"name": "Moneylender"
},
"Remodel": {
"description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.",
"extra": "You cannot trash the Remodel as it isn't in your hand when you resolve it (you can trash a different Remodel card from your hand). If you do not have a card to trash, you cannot gain a card from the Remodel. The gained card goes in your Discard pile. You can only gain cards from the Supply. The gained card need not cost exactly 2 Coins more than the trashed card; it can cost that much or any amount less. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you gain. You can trash a card to gain a copy of the same card.",
"name": "Remodel"
},
"Smithy": {
"description": "+3 Cards",
"extra": "Draw three cards.",
"name": "Smithy"
},
"Throne Room": {
"description": "You may play an Action card from your hand twice.[Choose an Action card in your hand. Play it twice.]",
"extra": "You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have. You completely resolve playing the Action the first time before playing it the second time. If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times. If you Throne Room a card that gives you +1 Action, such as Market, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused! You cannot play any other Actions in between playing the Throne Roomed Action twice.",
"name": "Throne Room"
},
"Village": {
"description": "+1 Card
+2 Actions",
"extra": "If you're playing multiple Villages, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time.",
"name": "Village"
},
"Witch": {
"description": "+2 CardsEach other player gains a Curse card.",
"extra": "If there aren't enough Curses left to go around when you play the Witch, you deal them out in turn order - starting with the player after you. If you play Witch with no Curses remaining, you will still draw 2 cards. A player gaining a Curse puts it face-up into his Discard pile.",
"name": "Witch"
},
"Workshop": {
"description": "Gain a card costing up to 4 Coins.",
"extra": "The card you gain is put into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card you may gain. [You cannot gain cards with Potion in the cost with Workshop.]",
"name": "Workshop"
},
"Artisan": {
"description": "Gain a card to your hand costing up to 5 Coins.Put a card from your hand onto your deck.",
"extra": "The card you gain comes from the Supply and is put into your hand.You cannot use _ Coin to increase how expensive of a card you gain; it always costs from 0 Coins to 5 Coins.After gaining the card, you put a card from your hand onto your deck; that can be the card you just gained, or a different card.",
"name": "Artisan"
},
"Bandit": {
"description": "Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.",
"extra": "First you gain a Gold from the Supply, putting it into your discard pile.Then each other player, in turn order, reveals their top 2 cards, trashes one they choose that is a Treasure other than Copper (e.g. Silver or Gold), and discards the other revealed cards.A player who did not reveal a Treasure card other than Copper simply discards both cards.",
"name": "Bandit"
},
"Harbinger": {
"description": "+1 Card
+1 ActionLook through your discard pile. You may put a card from it onto your deck.",
"extra": "First draw a card and get +1 Action; then look through your discard pile, and you may put a card from it on top of your deck.Putting a card on top is optional.",
"name": "Harbinger"
},
"Merchant": {
"description": "+1 Card
+1 ActionThe first time you play a Silver this turn, +1 Coin.",
"extra": "When you play Merchant, you draw a card and get +1 Action.If you end up playing a Silver later in the turn, it comes with 1 Coin.If you play more than one Merchant, each gives you 1 Coin when you play that first Silver; but if you play more than one Silver, you only get the 1 Coin for the first Silver.If you manage to play a Merchant after playing a Silver, the Merchant gives you no bonus (for the previous Silver or for any Silvers you might play later in the turn).Playing Throne Room on Merchant will give you 2 Coin when you play your first Silver.",
"name": "Merchant"
},
"Poacher": {
"description": "+1 Card
+1 Action
+1 CoinDiscard a card per empty Supply pile.",
"extra": "You draw your one card before discarding.If there are no empty piles, you do not discard.If there is one empty pile, you discard one card; if there are two empty piles, you discard two cards, and so on.This includes all Supply piles, including Curses, Coppers, Poacher itself, etc.If you do not have enough cards to discard, just discard the rest of your hand.Non-Supply piles, such as Spoils, do not matter to Poacher.",
"name": "Poacher"
},
"Sentry": {
"description": "+1 Card
+1 ActionLook at the top 2 cards of your deck. Trash and/or discard any number of them.Put the rest back on top in any order.",
"extra": "First you draw a card and get +1 Action.Then you look at the top 2 cards of your deck.You can trash both, or discard both, or put both back in either order; or you can trash one and discard one, or trash one and put one back, or discard one and put one back.",
"name": "Sentry"
},
"Vassal": {
"description": "+2 CoinDiscard the top card of your deck. If it's an Action card, you may play it",
"extra": "If the card is an Action card, you can play it, but do not have to.If you do play it, you move it into your play area and follow its instructions; this does not use up one of your Action plays for the turn.",
"name": "Vassal"
},
"Advance": {
"description": "You may trash an Action card from your hand. If you do, gain an Action card costing up to 6 Coins.",
"extra": "If you do not trash an Action, nothing else happens.",
"name": "Advance"
},
"Annex": {
"description": "Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.",
"extra": "You can do this even if the Duchy pile is empty.The chosen cards stay in your discard pile when the other cards are shuffled into your deck.",
"name": "Annex"
},
"Aqueduct": {
"description": "When you gain a Treasure, move 1 from its pile to this. When you gain a Victory card, take the from this.Setup: Put 8 on the Silver and Gold piles.",
"extra": "If you gain a card that is both a Treasure and a Victory card, such as Humble Castle, you can resolve the abilities in either order.",
"name": "Aqueduct"
},
"Archive": {
"description": "+1 ActionSet aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.",
"extra": "You look at three cards, and get one now, one next turn, and one the turn after that. Put the set-aside cards under Archive. If you play two Archives, they get separate sets of cards. If you Throne Room an Archive, keep the sets of cards separate; you get one from each each turn. If there are fewer than three cards, just set aside what you can, and Archive will run out of cards faster and still be discarded the turn it has no cards left.",
"name": "Archive"
},
"Arena": {
"description": "At the start of your Buy phase, you may discard an Action card. If you do, take 2 from here.Setup: Put 6 here per player.",
"extra": "With Villa it is possible for your Buy phase to start twice or more in a turn; you can make use of Arena each time.",
"name": "Arena"
},
"Bandit Fort": {
"description": "When scoring, -2 for each Silver and each Gold you have.",
"extra": "For example with 3 Silvers and 1 Gold, you would get -8.Scores can go negative.",
"name": "Bandit Fort"
},
"Banquet": {
"description": "Gain 2 Coppers and a non-Victory card costing up to 5 Coins.",
"extra": "You can do this even if the Copper pile is empty.",
"name": "Banquet"
},
"Basilica": {
"description": "When you buy a card, if you have 2 Coins or more left, take 2 from here.Setup: Put 6 here per player.",
"extra": "This happens each time you buy a card.For example with 4 Coin and 3 Buys, you could buy Copper, then Copper, then Silver, taking 2, then 2, then none.",
"name": "Basilica"
},
"Baths": {
"description": "When you end your turn without having gained a card, take 2 from here.Setup: Put 6 here per player.",
"extra": "Any way you gain a card will stop you from getting from this that turn.",
"name": "Baths"
},
"Battlefield": {
"description": "When you gain a Victory card, take 2 from here.Setup: Put 6 here per player.",
"extra": "You take the whether you bought the Victory card or gained it another way.",
"name": "Battlefield"
},
"Bustling Village": {
"description": "+1 Card
+3 ActionsLook through your discard pile. You may reveal a Settlers from it and put it into your hand.",
"extra": "You can look through your discard pile even if you know there are no Settlers in it.",
"name": "Bustling Village"
},
"Capital": {
"description": "6 Coins
+1 BuyWhen you discard this from play, take 6 Debt, and then you may pay off Debt.",
"extra": "When you discard this from play (normally, in the Clean-up phase of the turn you played it), you get 6 Debt, and then get an extra opportunity to pay off Debt with Coins, right then. You do not get the Debt if you did not discard it from play - for example, if you trash it due to Counterfeit (from Dark Ages). You only get Debt per copy of Capital discarded; for example if you use Crown to play Capital twice, you still only get 6 Debt when you discard it from play.",
"name": "Capital"
},
"Castles": {
"description": "Sort the Castle pile by cost, putting the more expensive Castles on the bottom. For a 2-player game, use only one of each Castle. Only the top card of the pile can be gained or bought.",
"extra": "Humble Castle and King's Castle count themselves. Small Castle gains you the top Castle, whichever one that is. Haunted Castle works whether you buy it or gain it some other way, provided that it is your turn. You can pick either option on Sprawling Castle regardless of how many Duchies and Estates are left in the piles. Grand Castle counts both Victory cards in play - such as an Opulent Castle - and Victory cards in your hand.",
"name": "Castles"
},
"Catapult": {
"description": "+1 CoinTrash 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.",
"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. If you have no cards in hand left to trash, neither thing happens.",
"name": "Catapult"
},
"Chariot Race": {
"description": "+1 ActionReveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +1 Coin and +1.",
"extra": "You and the player to your left reveal your top cards; yours goes into your hand, theirs goes back on their deck. If your card cost more you get +1 Coin and +1; you can put the token on the Chariot Race to remind you that it made +1 Coin this turn. If it is a tie, your card did not cost more. With Debt, your card costs more only if both Coin and Debt amounts are larger, or one is larger and the other the same. For example Fortune (8 Coins 8 Debt) costs more than Overlord (5 Debt), but Overlord does not cost more than Silver, and Silver does not cost more than Overlord. If either player has no card to reveal, your card does not cost more.",
"name": "Chariot Race"
},
"Charm": {
"description": "When you play this, choose one: +1 Buy and +2 Coin; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.",
"extra": "These are cumulative, and each Charm does not have to gain a different card, just a different card from the one bought. For example if you play two Charms and buy a Forum, you could gain two Duchies. The card gained from Charm is gained before gaining the card you bought, which may matter when cards do things when gained. For example if you buy Villa and gain Rocks via Charm, you will first gain a Silver to your deck due to Rocks, then get +1 Action and return to your Action phase due to Villa. The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs 8 Debt, but not Fortune, which costs 8 Coin 8 Debt.",
"name": "Charm"
},
"City Quarter": {
"description": "+2 ActionsReveal your hand. +1 Card per Action card revealed.",
"extra": "Cards with multiple types that include Action, such as Crown, are Actions.",
"name": "City Quarter"
},
"Colonnade": {
"description": "When you buy an Action card, if you have a copy of it in play, take 2 from here.Setup: Put 6