{
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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 Travellers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.",
"name": "Mission",
"untranslated": "description, extra, name"
},
"Page": {
"description": "+1 Card
+1 ActionWhen you discard this from play, you may exchange it for a Treasure Hunter.",
"extra": "See the section on Travellers. 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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Peasant": {
"description": "+1 Buy
+1 CoinWhen you discard this from play, you may exchange it for a Soldier.",
"extra": "See the section on Travellers. 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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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 Travellers 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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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 Traveller 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 Travellers.",
"name": "Warrior",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Alchemist": {
"description": "+2 Carte\n+1 Azione\nQuando scarti questa carta dal gioco, puoi metterla in cima al tuo mazzo se hai una Pozione in gioco.",
"extra": " Quando lo giochi, peschi due carte e puoi giocare un'Azione addizionale in questo turno. Nella fase di Pulizia, quando lo scarti, se hai almeno una Pozione in gioco puoi mettere Alchimista in cima al tuo mazzo. E' opzionale e avviene prima di pescare la prossima mano. Se non hai carte nel mazzo quando lo fai, Alchimista diventa l'unica carta del mazzo. Se hai più di un Alchimista e una Pozione, puoi metterli tutti o alcuni sul tuo mazzo. Non è necessario che tu abbia comprato qualcosa con la Pozione, basta solo che tu l'abbia giocata.",
"name": "Alchimista"
},
"Apothecary": {
"description": "+1 Carta\n+1 Azione\nRivela le prima 4 carte del tuo mazzo. Metti le carte Rame e Pozione così rivelate nella tua mano. Metti le altre carte in cima al mazzo nell'ordine che preferisci.",
"extra": " Prima peschi una carta. Poi riveli le prime 4 carte del mazzo, metti tutti i Rame e le Pozioni nella tua mano, e rimetti il resto sul tuo mazzo. Se non ci sono 4 carte rimaste nel tuo mazzo, rivela quanto puoi e mescola per avere il resto. Se ancora non ci sono abbastanza carte, rivela quel che puoi. Qualsiasi carta che non sia ne Rame ne Pozione tornano sul tuo mazzo nell'ordine che vuoi. Non puoi scegliere di non prendere tutti i Rame e le Pozioni. Se dopo aver rivelato 4 carte non restano carte nel tuo mazzo, le carte che ci rimetti saranno le uniche carte nel tuo mazzo.",
"name": "Farmacista"
},
"Apprentice": {
"description": "+1 Azione\nElimina una carta dalla tua mano.\n+1 Carta per ogni Moneta del suo costo.\n+2 Carte se ha una Pozione nel suo costo.",
"extra": " Se non hai carte in mano rimaste da eliminare, non peschi carte. Se elimini una carta che costa 0 Coins, come Maledizione o Rame, non peschi carte. Altrimenti peschi una carta per ogni Moneta nel costo della carta eliminata, e altre due carte se aveva Pozione nel suo costo. Per esempio se elimini un Golem che costa 4 Coins e 1 Pozione, peschi 6 carte.",
"name": "Apprendista"
},
"Familiar": {
"description": "+1 Carta\n+1 Azione\nOgni altro giocatore ottiene una Maledizione.",
"extra": " Se non ci sono abbastanza Maledizioni per tutti quando giochi Famiglio, distribuiscile in ordine di turno a cominciare dal giocatore alla tua sinistra. Se giochi Famiglio senza Maledizioni rimaste, ricevi comunque +1 Carta e +1 Azione. Un giocatore che ottenga una Maledizione la mette scoperta nella sua pila degli scarti.",
"name": "Famiglio"
},
"Golem": {
"description": "Rivela carte dal tuo mazzo finchè non riveli due carte Azione che non siano Golem.\nScarta le altre carte, quindi gioca le due carte Azione nell'ordine che preferisci.",
"extra": " Rivela carte dalla cima del tuo mazzo, una alla volta, finchè non hai rivelato due carte Azione che non siano Golem. Se finisci le carte prima di rivelare due Azioni non Golem, mescola gli scarti (ma non le carte rivelate) e continua. Se finisci le carte e non hai scarto rimasto, tieni solo le Azioni che hai trovato. Scarta tutte le carte rivelate eccetto le carte Azione non Golem che hai trovato. Se non ne hai trovate, hai finito. Se ne hai trovata una, giocala. Se ne hai trovate due, giocale entrambe nell'ordine che vuoi. Non puoi scegliere di non giocare una di loro. Queste carte Azione non sono nella tua mano e quindi non sono influenzate da effetti che puntino carte nella tua mano. Per esempio, se una di loro è Sala del Trono non puoi giocarla sull'altra.",
"name": "Golem"
},
"Herbalist": {
"description": "+1 Acquisto\n+1 Coin\nQuando scarti questa carta dal gioco, puoi mettere una delle tue carte Tesoro dal gioco in cima al tuo mazzo.",
"extra": " Ricevi una Moneta extra da spendere in questo turno, e puoi comprare una carta addizionale nella fase Acquisto. Quando scarti questa carta dal gioco (di solito durante la fase Pulizia), puoi scegliere una carta Tesoro che hai in gioco e metterla in cima al tuo mazzo. Se non hai carte nel mazzo, quel Tesoro diventa l'unica carta del tuo mazzo. Scegli tu l'ordine in cui scartare carte nella fase Pulizia; quindi, per esempio, se hai Erborista, Pozione e Alchimista in gioco, potresti scegliere di scartare prima Alchimista, mettendolo sul mazzo, quindi scartare Erborista, e mettere la Pozione sul tuo mazzo. Se hai più di un Erborista in gioco, ognuno di loro ti può far mettere una carta Tesoro sul mazzo.",
"name": "Erborista"
},
"Philosopher's Stone": {
"description": "Quando giochi questa carta, conta le carte nel tuo mazzo e nella tua pila degli scarti.\nVale 1 Coin per ogni 5 carte che hai contato (per difetto).",
"extra": " Questa è una carta Tesoro. E' una carta Regno. Sarà presente solo in giochi in cui è presente come una delle 10 carte Regno. Viene giocata durante la tua fase Acquisto, come le altre carte Tesoro. Quando la giochi, conta il numero delle carte nel tuo mazzo e nella pila degli scarti, e dividi il totale per 5 (per difetto). Questo è il numero di Monete fornite dalla Pietra Filosofale. Una volta giocata, l'ammontare di Monete prodotte non cambia anche se il numero di carte cambia più avanti nel turno. La prossima volta che la giocherai, conta nuovamente. Se ne giochi copie multiple, ovviamente il numero sarà lo stesso per tutte loro. Non conta l'ordine delle carte nella tua pila degli scarti, ma quello del mazzo sì. Non modificarne l'ordine mentre conti! Potrai guardare nella tua pila degli scarti mentre conti. Puoi contare solo mazzo e pila degli scarti, non la tua mano o le carte messe da parte. Non puoi giocare altri Tesori dopo aver acquistato qualcosa nella tua fase Acquisto; quindi per esempio non puoi comprare una carta quindi giocare Pietra Filosofale e comprare un'altra carta.",
"name": "Pietra Filosofale"
},
"Possession": {
"description": "Il giocatore alla tua sinistra gioca un turno extra dopo di questo, in cui tu puoi vedere tutte le sue carte e prendere tutte le decisioni al posto suo. Ogni carta che otterrebbe in questo turno, la ottieni al posto suo; ogni sua carta che sarebbe eliminata viene messa da parte e rimessa nella sua pila degli scarti alla fine del turno.",
"extra": " Non stai giocando un turno col mazzo del giocatore alla tua sinistra; è quel giocatore a giocare il turno, con te a fare decisioni ed ottenere carte al suo posto. E' una differenza cruciale da tenere a mente quando si considerano le interazioni delle carte; il \"tu\" in tutte le carte si riferisce comunque al giocatore Posseduto, non il giocatore che Possiede. Possessione ha diversi effetti: puoi vedere le carte del giocatore Posseduto per l'intero turno, il che significa che vedrai la sua prossima mano durante la Pulizia. Vedrai anche qualsiasi carta egli possa vedere ai sensi delle regole; per esempio, puoi vedere le carte che ha messo da parte col Villaggio Indigeno. Puoi contare tutte le carte che può contare. Qualsiasi carta il giocatore Posseduto ottenga in qualsiasi modo, è da te ottenuta al suo posto; questo include carte Acquistate e carte ottenute tramite azioni. Le carte ottenute in questo modo vanno nella tua pila degli scarti, anche se sarebbero dovute andare nella sua mano o in cima al suo mazzo o altrove. Ottieni solo le sue carte, non i suoi segnalini (come quelli della Nave Pirata). Durante il turno Posseduto, ogni volta una carta del Posseduto è eliminata va messa da parte, e tornerò nella pila degli scarti del Posseduto a fine turno, dopo la Pulizia. Contano comunque come eliminate, quindi per esempio potresti avere +2 Monete dal Villaggio Minerario. Il fatto che a fine turno tornino negli scarti non le fa considerare ottenute. Le carte degli altri giocatori eliminate durante il turno Posseduto sono eliminate realmente. Le carte passate con Ballo in Maschera non sono ne ottenute ne eliminate, quindi passano normalmente. Le carte rimesse nella Riserva con Ambasciatore non sono eliminate, quindi tornano alla Riserva normalmente.",
"name": "Possessione"
},
"Scrying Pool": {
"description": "+1 Azione\nOgni giocatore (te incluso) rivela la carta in cima al proprio mazzo e la scarta o rimette a posto, tua scelta. Quindi rivela carte dalla cima del tuo mazzo fino a rivelarne una che non sia una carta Azione.\nMetti nella tua mano tutte le carte così rivelate.",
"extra": " Prima riveli la prima carta dal mazzo di ogni giocatore, e decidi se viene scartata o rimesso a posto. Dopo aver finito con queste decisioni, rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia una carta Azione. Se finisci le carte senza rivelare una non Azione, mescola gli scarti e continua. Se non hai scarto rimasto, fermati. Metti tutte le carte Azione rivelate nella tua mano, più la prima non Azione rivelata. Se la prima carta rivelata non era un'Azione, solo quella va nella tua mano. Carte di tipi multipli, di cui uno è Azione, sono Azioni.",
"name": "Divinazione"
},
"Transmute": {
"description": "Elimina una carta dalla tua mano. Se è una carta Azione, ottieni un Ducato. Una carta Tesoro, ottieni una Trasmutazione. Una carta Vittoria, ottieni un Oro.",
"extra": " Se non hai carte rimaste in mano da eliminare, non ottieni nulla. Se elimini una Maledizione con questa carta, non ottieni nulla: la Maledizione non è un'Azione, un Tesoro o una carta Vittoria. Se elimini una carta con più di un tipo, ottieni ogni cosa applicabile. Per esempio, se elimini una carta Azione - Vittoria (come Nobili) ottieni sia un Ducato che un Oro. Le carte ottenute vengono dalla Riserva e finiscono nella tua pila degli scarti. Se non ci sono carte appropriate da ottenere, non le ottieni.",
"name": "Trasmutazione"
},
"University": {
"description": "+2 Azioni\nPuoi ottenere una carta Azione che costi fino a 5 Coins.",
"extra": " Ottenere una carta Azione è opzionale. Se scegli di ottenerne una, viene dalla Riserva, deve costare non più di 5 Coins, e finisce nella tua pila degli scarti. Le carte di tipo multiplo, di cui uno è Azione, sono Azioni e possono essere ottenute in questo modo. Le carte con Pozione nel costo non possono essere ottenute da questa carta.",
"name": "Università"
},
"Vineyard": {
"description": "Vale 1 ogni 3 carte Azione nel tuo mazzo (per difetto).",
"extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto vittoria per ogni 3 carte Azione nel tuo mazzo (contando tutte le tue carte, la tua pila degli scarti e la mano fan parte del tuo mazzo a quel punto). Arrotonda per difetto; se hai 11 carte Azione, Vigna vale 3 punti vittoria. Durante la preparazione, metti 12 Vigne nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
"name": "Vigna"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Potion": {
"description": "1 <*POTION*>",
"extra": " Questa è una carta Tesoro base. Costa 4 Coins e produce una Pozione. Non è una carta Regno. Dopo che hai scelto 10 carte Regno per la Riserva, se qualsiasi di loro ha Pozioni nel costo aggiungi il mazzetto Pozione alla Riserva. Aggiungi il mazzetto Pozione se stai usando la carta promo Mercato Nero ed il suo mazzetto include almeno una carta con la Pozione nel costo. Se non hai carte con la Pozione nel costo nella Riserva o nel mazzetto del Mercato Nero, non usare il mazzetto Pozione in questa partita. Se hai un mazzetto Pozione, mettici tutte e 16 le Pozioni a prescindere dal numero di giocatori. In partite con questo mazzetto, se il mazzetto si svuota conta come uno dei tre che determinano il fine partita.",
"name": "Pozione"
},
"Copper": {
"description": "1 <*COIN*>",
"extra": " 60 carte per partita.",
"name": "Rame"
},
"Curse": {
"description": "-1 <*VP*>",
"extra": " Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva.",
"name": "Maledizione"
},
"Duchy": {
"description": "3 <*VP*>",
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori..",
"name": "Ducato"
},
"Estate": {
"description": "1 <*VP*>",
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.",
"name": "Tenuta"
},
"Gold": {
"description": "3 <*COIN*>",
"extra": " 30 carte per partita.",
"name": "Oro"
},
"Province": {
"description": "6 <*VP*>",
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori.",
"name": "Provincia"
},
"Silver": {
"description": "2 <*COIN*>",
"extra": " 40 carte per partita.",
"name": "Argento"
},
"Start Deck": {
"description": "Player's starting deck of cards:7 Copper cards3 Estate cards",
"extra": "",
"name": "Player Start Deck",
"untranslated": "description, extra, name"
},
"Trash": {
"description": "Pila delle carte eliminate.",
"extra": "",
"name": "Carte Eliminate",
"untranslated": "extra"
},
"Colony": {
"description": "10 <*VP*>",
"extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' una carta Vittoria che vale 10 PV. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]",
"name": "Colonia"
},
"Platinum": {
"description": "5 <*COIN*>",
"extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' un tesoro che vale 5 Coins. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]",
"name": "Platino"
},
"Bag of Gold": {
"description": "+1 Azione\nOttieni una carta Oro, mettendola in cima al tuo mazzo.\n(Questa carta non è nella Riserva.)",
"extra": " L'Oro che ottieni viene dalla Riserva e finisce in cima al tuo mazzo. Se il tuo mazzo non ha carte rimaste, diventa l'unica carta del tuo mazzo. Se non è rimasto Oro nella Riserva, non ne ottieni. Questo è un Premio; vedi le Regole Addizionali.",
"name": "Borsa d'Oro"
},
"Diadem": {
"description": "2 <*COIN*>Quando giochi questa carta, +1 Coin per ogni Azione inutilizzata che ti rimane (Azioni, non carte Azione).\n(Questa carta non è nella Riserva.)",
"extra": " Questo è un Tesoro che vale 2 Coins, come Argento. Lo giochi nella tua fase Acquisto, come gli altri Tesori. Quando lo giochi, ricevi +1 Coin extra per ogni Azione inutilizzata che ti resta. Questo significa Azioni, non carte Azione. Quindi per esempio se giochi Villaggio Agricolo (che ti da' +2 Azioni) e poi Diadema, il Diadema ti darà +2 Coins extra, per 4 Coins totali. Se non giochi carte Azione del tutto nel tuo turno, ne avrai una inutilizzata, ottenendo 3 Coins in totale dal Diadema. Questo è un Premio; vedi le Regole Addizionali. ",
"name": "Diadema"
},
"Fairgrounds": {
"description": "Vale 2 per ogni 5 carte dal nome diverso nel tuo mazzo (per difetto)",
"extra": " Alla fine della partita, questa carta vale 2 PV ogni 5 carte dal nome diverso nel tuo mazzo, per difetto. Quindi se hai da 0 a 4 carte diverse, vale 0 PV; se ne hai da 5 a 9, vale 2 PV; da 10 a 14, vale 4 PV; da 15 a 19, vale 6 PV e così via. Di base ci sono solo 17 carte diverse disponibili in ogni partita, ma a volte potrebbero esserci più carte, ad esempio a causa della regola di preparazione di Giovane Strega, o per il Torneo. Durante la preparazione, metti 12 Mercatini nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
"name": "Mercatino"
},
"Farming Village": {
"description": "+2 Azioni\nRivela carte dalla cima del tuo mazzo fin quando non riveli una carta Azione o una Carta Tesoro. Metti quella carta nella tua mano e scarta le altre carte rivelate.",
"extra": " Rivela carte dalla cima del tuo mazzo fin quando non riveli una carta Tesoro o Azione. Se finisci le carte prima di trovarne una, mescola il tuo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trovi una, scarta semplicemente tutte le carte rivelate. Se trovi una carta Azione o Tesoro, mettila nella tua mano e scarta il resto delle carte rivelate. Una carta di tipi multipli, uno dei quali sia Tesoro o Azione (per esempio Diadema, che è Tesoro - Premio), è una carta Tesoro o Azione e quindi verrà pescata da questo. Non scegli Azione o Tesoro; ti fermi sulla prima carta che sia di uno dei due tipi. ",
"name": "Villaggio Agricolo"
},
"Followers": {
"description": "+2 Carte\nOttieni una Tenuta. Ogni altro giocatore ottiene una Maledizione e scarta fino ad avere 3 carte in mano.\n(Questa carta non è nella Riserva.)",
"extra": " Fai le cose nell'ordine riportato. Peschi 2 carte; poi ottieni una Tenuta dalla Riserva, mettendola nel tuo scarto; quindi ogni altro giocatore ottiene una Maledizione dalla riserva, mettendola nel suo scarto; quindi ogni altro giocatore scarta fino ad avere 3 carte in mano. Un giocatore con 3 o meno carte in mano non scarta nessuna carta. Se non ci sono Tenute rimaste, non ne ottieni. Se non ci sono abbastanza Maledizioni rimasta, distribuisci quelle che ci sono in ordine di turno. Questo è un Premio; vedi le Regole Addizionali. ",
"name": "Seguaci"
},
"Fortune Teller": {
"description": "+2 Coins\nOgni altro giocatore rivela carte dalla cima del proprio mazzo fino a rivelare una carta Vittoria o una Maledizione. La mette in cima al proprio mazzo e scarta le altre carte rivelate.",
"extra": " Ogni altro giocatore rivela carte dalla cima del suo mazzo finchè non rivela una carta Vittoria o Maledizione. Se finisce le carte prima di trovarne una, mescola il suo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trova nessuna, semplicemente scarte tutte le carte rivelate. Se ne trova una, mette la carta Vittoria o Maledizione in cima al suo mazzo, e scarta le altre carte rivelate. Se il sua mazzo non ha altre carte rimaste, diventa l'unica carta nel suo mazzo. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili) è una carta Vittoria. Non scegli Vittoria o Maledizione; l'effetto finisce alla prima carta che sia di uno dei due tipi. ",
"name": "Indovina"
},
"Hamlet": {
"description": "+1 Carta\n+1 Azione\nPuoi scartare una carta; Se lo fai, +1 Azione.\nPuoi scartare una carta; Se lo fai, +1 Acquisto.",
"extra": " Prima peschi una carta, e ricevi +1 Azione. Quindi puoi scartare una carta per ricevere un ulteriore +1 Azione, o scartare una carta per ricevere +1 Acquisto, o scartare 2 carte per ricevere entrambi i bonus, o non scartare nulla per non ricevere nulla. Ricevi solo il +1 Azione e +1 Acquisto extra se hai davvero scartato una carta per essi. Non puoi scartare più carte per ricevere più +1 Azione o più +1 Acquisto. ",
"name": "Borgo"
},
"Harvest": {
"description": "Rivela le prima 4 carte del tuo mazzo, quindi scartele. +1 Coin per ogni carta dal nome differente rivelata.",
"extra": " Rivela le prime 4 carte del tuo mazzo. Se non ci sono abbastanza carte, rivela quel che puoi, mescola il tuo scarto, e rivela il resto. Se ancora non ci sono 4 carte in totale da rivelare, rivela quel che puoi. Scarti le carte rivelate, e ricevi +1 Coin per ogni carta dal nome diverso rivelata. Per esempio se avessi rivelato Rame, Argento, Rame, Tenuta riceveresti +3 Coins. ",
"name": "Mietitura"
},
"Horn of Plenty": {
"description": "0 Coins\nQuando giochi questa carta, ottieni una carta che costi fino a 1 Coin per ogni carta di nome differente che tu abbia in gioco, inclusa questa. Se usi Cornucopia per ottenere una carta Vittoria, elimina Cornucopia.",
"extra": " Questa è una carta Tesoro che vale 0 Coins. La giochi nella tua fase Acquisto, come gli altri Tesori. Non produce Monete da spendere. Comunque, quando la giochi, ottieni una carta che costi fino al numero di carte dal nome diverso che hai in gioco. Include se stessa, altri Tesori giocati, Azioni giocate, e qualsiasi carta Durata dal turno precedente. Conta solo le carte attualmente in gioco, non quelle che c'erano ma non ci sono più; se per esempio avessi giocato un Banchetto in questo turno, lo avresti eliminato, quindi non sarebbe in gioco e non conterebbe per Cornucopia. La carta che ottieni deve venire dalla Riserva, e finisce nel tuo scarto. Se è una carta Vittoria, elimina Cornucopia. Carte di tipi multipli, di cui uno è Vittoria (come Nobili) sono carte Vittoria. Non sei obbligato a giocare Cornucopia nella tua fase Acquisto, e scegli tu l'ordine in cui giochi i Tesori. Non elimini Cornucopia se ottieni una carta Vittora in qualche altro mondo mentre è in gioco (per esempio comprandola). ",
"name": "Cornucopia"
},
"Horse Traders": {
"description": "+1 Acquisto\n+3 Coins\nScarta 2 Carte\nQuando un altro giocatore usa una carta Attacco, puoi mettere da parte questa carta dalla tua mano. Se lo fai, all'inizio del tuo prossimo turno +1 Carta e rimetti nella tua mano il Mercante di Cavalli.",
"extra": " quando giochi questa carta, ricevi +1 Acquisto e +3 Coins, e scarti 2 carte dalla tua mano. Se non hai abbastanza carte da scartare, scarta quel che puoi; ricevi comunque +1 Acquisto e +3 Coins. Quando un altro giocatore usa una carta Attacco, prima che quella carta faccia qualsiasi cosa puoi rivelare questa carta dalla tua mano. Se lo fai, mettila da parte e all'inizio del tuo prossimo turno la rimetti nella tua mano e peschi una carta. Mentre è messa da parte, non è ne in gioco ne nella tua mano, e non può ulteriormente essere messa rivelata agli Attacchi. Quindi funzionerà solo una volta per giro di turni. Puoi rivelarla per un Attacco e ancora giocarla nel tuo prossimo turno. Puoi rivelare più di un Mercante di Cavalli in risposta a un singolo Attacco. Per esempio, se un altro giocatore usa Seguaci, potresti rivelare e mettere da parte due Mercanti di Cavalli dalla tua mano, ottenere una Maledizione e non scartare carte, visto che avresti 3 carte in mano a quel punto. Quindi al tuo prossimo turno riprenderesti in mano i due Mercanti di Cavalli e pescheresti altre due carte. ",
"name": "Mercanti di Cavalli"
},
"Hunting Party": {
"description": "+1 Carta\n+1 Azione\nRivela la tua mano. Rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia un duplicato di nessuna delle tua carte in mano, metti in mano quella carta e scarta le altre carte rivelate.",
"extra": " Prima peschi una carta e ricevi +1 Azione. Quindi riveli la tua mano, e riveli carte dalla cima del tuo mazzo fino a rivelarne una che non sia un duplicato di una carte nella tua mano. Una carta non è un duplicato di una nella tua mano se non ha lo stesso nome di nessuna delle carte nella tua mano. Se finisci le carte mentre riveli carte, mescola il tuo scarto (ma non le carte rivelate) e continua a rivelare carte. Se ancora non ne trovi nessuna, scarta solo tutte le carte rivelate del tuo mazzo. Se trovi una carta diversa da tutte le carte nella tua mano, mettila in mano e scarta le altre carte rivelate. ",
"name": "Battuta di Caccia"
},
"Jester": {
"description": "+2 Coins\nOgni altro giocatore scarta la carta in cima al proprio mazzo. Se è una carta Vittoria ottiene una Maledizione. Altrimenti, ottiene una copia della carta scartata o la ottieni tu, a tua scelta.",
"extra": " Ogni giocatore senza carte nel mazzo mescola lo scarto per avere una carta da scartare. Se ancora non ha carta, non scarta. Per ogni giocatore che abbia scartato una carta, se è una carta Vittoria questi ottiene una Maledizione, altrimenti scegli se quel giocatore ottiene una copia di quella carta o se la ottieni tu. Le copie ottenute e le Maledizioni vengono dalla Riserva e finiscono nelle pile dello scarto di chi le ha ottenute. Se viene rivelata una carta di cui non sono rimaste copie nella Riserva, nessuno ne ottiene copie. Questo Attacco colpisce gli altri giocatori in ordine di turno. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili), è una carta Vittoria. ",
"name": "Giullare"
},
"Menagerie": {
"description": "+1 Azione\nRivela la tua mano.\nSe non ci sono carte con lo stesso nome, +3 Carte.\nAltrimenti, +1 Carta.",
"extra": " Se ci sono due o più carte nella tua mano con lo stesso nome, peschi solo una carta; se non ci sono duplicati, peschi tre carte. Contano solo i nomi delle carte per questo; Rame e Argento sono due carte diverse per esempio, anche se entrambe sono Tesori. Se non hai del tutto carte in mano dopo aver giocato Serraglio, non hai duplicati in mano e quindi peschi +3 Carte. ",
"name": "Serraglio"
},
"Princess": {
"description": "+1 Acquisto\nMentre questa carta è in gioco, le carte costano 2 Coins in meno, ma non meno di 0 Coins.\n(Questa carta non è nella Riserva.)",
"extra": " Questa carta rende tutte le altre carte più economiche (minimo 0 carte) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte più economiche. Si applica alle carte ovunque: nella Riserva, in mano, nei mazzi. Per esempio se giochi Principessa e poi Rifacimento, eliminando un Rame potresti ottenere un Argento, visto che l'Argento costerebbe una Moneta mentre il Rame ne costerebbe comunque 0. Usare Sala del Trono su Principessa non fa costare di meno le carte, visto che c'è comunque una sola copia di Principessa in gioco. Questo è un Premio; vedi le Regole Addizionali. ",
"name": "Principessa"
},
"Remake": {
"description": "Fallo due volte: Elimina una carta della tua mano, quindi ottiene una carta che costi esattamente 1 Coin in più della carta eliminata.",
"extra": " Elimina una carta dalla tua mano, e ottieni una carta che costi esattamente 1 Coin più di essa; quindi elimina un'altra carta dalla tua mano, e ottieni una carta che costi esattamente 1 Coin più di quella carta. Se non hai carte in mano, non elimini niente e non ottieni niente; se hai solo una carta in mano, eliminala e ottieni una carta che costi 1 Coin più di essa. Le carte ottenute vengono dalla Riserva e sono poste nel tuo scarto. Se non c'è una carta del costo esatto necessario, non ottieni carte per quella carta eliminata. Per esempio potresti usare Rifacimento per eliminare una Tenuta, ottenendo un Argento, e quindi eliminare un Rame, ottenendo nulla. ",
"name": "Rifacimento"
},
"Tournament": {
"description": "+1 Azione\nOgni giocatore può rivelare una carta Provincia dalla sua mano. Se tu lo fai, scartala ed ottieni un Premio (dal mazzetto Premio) o un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se nessun'altro rivela una carta Provincia, +1 Carta +1 Coin.",
"extra": " Per prima cosa ricevi +1 Azione. Quindi ogni altro giocatore, te incluso, può rivelare una carta Provincia dalla propria mano. Quindi, se hai rivelato una Provincia, scarta quella carte e ottieni un Premio a tua scelta oppure un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se non c'erano carte nel tuo mazzo, essa diventa l'unica carta nel tuo mazzo. Ci sono 5 Premi, disposti all'inizio della partita; vedi la Preparazione. Puoi ottenere Premi solo dal mazzetto Premi. Puoi ottenere qualsiasi Premio dal mazzetto Premi; non sei obbligato ad ottenere quello in cima. Puoi ottenere un Ducato, che i Premi siano o no terminati. Puoi scegliere di ottenere un Ducato anche se il mazzetto Ducati è vuoto, o un Premio anche se non ne sono rimasti; in questi casi non ottieni nulla. Dopo aver ottenuto o meno la tua carta, se nessun'altro giocatore ha rivelato Province peschi una carta e ricevi +1 Coin. ",
"name": "Torneo"
},
"Trusty Steed": {
"description": "Scegli due: +2 Carte; o +2 Azioni; o +2 Coins; o ottieni 4 carte Argento e metti tutto il tuo mazzo nella pila degli scarti.\n(Questa carta non è nella Riserva.)",
"extra": " Scegli due delle quattro opzioni; quindi svolgi le opzioni nell'ordine riportato. Quindi se scegli +2 Carte e l'ultima opzione, pescherai le carte prima di ottenere gli Argenti e mettere il tuo mazzo nello scarto. L'ultima opzione fa sia ottenere gli Argenti che mettere il mazzo nello scarto. Gli Argenti vengono dalla Riserva; se ce n'è meno di 4 rimasti, ottieni quelli che puoi. Non guardi nel tuo mazzo mentre lo metti nello scarto. Questo è un Premio; vedi le Regole Addizionali. ",
"name": "Destriero Fedele"
},
"Young Witch": {
"description": "+2 Carte\nScarta 2 carte. Ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano.\nSe non lo fa, ottiene una Maledizione.\nPreparazione: Aggiungi un mazzetto extra di carte Regno che costi 2 o 3 Coins alla Riserva. Le carte da quel mazzetto sono carte Scongiuro.",
"extra": " Questa carta fa sì che ci sia un mazzetto extra nella Riserva, chiamato mazzetto Scongiuro; vedi Preparazione. Il mazzetto extra è come tutti gli altri mazzetti Regno: può essere comprato, ottenuto con carte come Cornucopia, conta per il fine partita. Quando giochi Giovane Strega, dopo aver pescato 2 carte e scartato 2 carte, ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano; se non lo fa, ottiene una Maledizione. Questo Attacco colpisce gli altri giocatori in ordine di turno. I giocatori possono comunque rispondere alla Giovane Strega con carte Reazione come Mercante di Cavalli o Fossato; questi si applicano prima dello Scongiuro. Se la carta Stanza Segreta è lo Scongiuro, prima puoi rivelarla per la sua abilità di Reazione, e poi, se è ancora nella tua mano, puoi rivelarla come Scongiuro per evitare di ottenere una Maledizione. ",
"name": "Giovane Strega"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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 per 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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Ruins": {
"description": "Abandoned Mine: +1 CoinRuined Library: +1 CardRuined Market: +1 BuyRuined Village: +1 ActionSurvivors: 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": "Rovine",
"untranslated": "description, extra"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Adventurer": {
"description": "Rivela carte dal tuo mazzo fino a rivelare 2 carte Tesoro. Metti queste carte Tesoro nella tua mano e scarta le altre carte rivelate.",
"extra": " Se finisce il mazzo mentre riveli carte, mescola. Non mescolarvi dentro le carte rivelate in quanto queste carte non vanno nella pila degli scarti finchè non finisci di rivelare carte. Se finisci le carte dopo aver mescolato ed hai trovato una sola carta Tesoro, metti in mano solo quella carta Tesoro.",
"name": "Esploratore"
},
"Chancellor": {
"description": "+2 CoinsPuoi mettere immediatamente il tuo mazzo nella pila degli scarti.",
"extra": " Devi risolvere il Cancelliere (decidere se scartare o no il tuo mazzo) prima di fare altre cose nel tuo turno, come decidere cosa comprare o giocare un'altra carta Azione. Non puoi guardare nel tuo mazzo mentre lo scarti .",
"name": "Cancelliere"
},
"Feast": {
"description": "Elimina questa carta. Ottieni una carta che costi fino a 5 Coins.",
"extra": " La carta ottenuta finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Se usi Sala del Trono su Banchetto ottieni due carte, anche se puoi eliminare Banchetto solo una volta. Ottenere la carta non è legato all'eliminazione del Banchetto; sono solo due cose separata che la carte ti fa fare.",
"name": "Banchetto"
},
"Spy": {
"description": "+1 Carta
+1 AzioneOgni giocatore (incluso te) rivela la carta in cima al proprio mazzo, per poi scartarla o rimetterla al suo posto a tua scelta.",
"extra": " La Spia porta tutti i giocatori, incluso chi l'ha giocata, a rivelare la carta in cima al proprio mazzo. Nota che peschi la tua carta per aver giocato la Spia prima che qualsiasi carta venga rivelata. Chiunque non abbia carta rimaste nel mazzo deve mescolare per avere qualcosa da rivelare. Chiunque non abbia carte nonostante aver mescolato non rivela nulla. Il primo a rivelare è chi ha giocato la carta, quindi gli altri in ordine di turno. Le carte rivelate che non sono scartate tornano in cima al loro mazzo.",
"name": "Spia"
},
"Thief": {
"description": "Ogni altro giocatore rivela le prime due carte del suo mazzo. Se fra le carte rivelate ci sono carte Tesoro, ne elimina una di tua scelta. Puoi ottenere le carte eliminate. Le altre carte rivelate vengono scartate.",
"extra": " Un giocatore con solo una carta rimasta nel mazzo rivela quella carta e poi mescola per avere l'altra carta da rivelare (senza includere la carta appena rivelata); un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che nonostante abbia mescolato non possegga le due carte da rivelare rivela quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato il Ladro, quindi quest'ultimo può ottenere qualsiasi carta eliminata che voglia. Si possono ottenere solo i Tesori appena eliminati, non quelli eliminati nei precedenti turni. Si possono ottenere tutti, alcuni o nessuno. I Tesori ottenuti vanno nella pila degli scarti. Quelli non ottenuti restano nella Pila delle Carte Eliminate.",
"name": "Ladro"
},
"Woodcutter": {
"description": "+1 Acquisto
+2 Coins",
"extra": " Durante la tua fase Acquisto, aggiungi 2 Coins al valore totale delle carte Tesoro che hai giocato, e puoi comprare un'ulteriore carta dalla Riserva.",
"name": "Taglialegna"
},
"Bureaucrat": {
"description": "Ottieni una carta Argento; mettila in cima al tuo mazzo. Ogni altro giocatore rivela una carta Vittoria dalla sua mano e la mette sul suo mazzo (o rivela una mano senza carte Vittoria).",
"extra": " Se non hai carte rimaste nel tuo mazzo quando giochi questa carta, la carta Argento che ottieni diventerà l'unica carta del tuo mazzo. Analogamente, se un altro giocatore non ha carte rimaste nel suo mazzo, la carta Vittoria che vi mette in cima diventerà l'unica carta del suo mazzo .",
"name": "Burocrate"
},
"Cellar": {
"description": "+1 AzioneScarta qualsiadi numero di carte. +1 Carta per carta scartata.",
"extra": " Non puoi scartare il Sotterraneo con se stesso, siccome non è più nella tua mano quando ne risolvi l'effetto. Scegli quali carte scartare e le scarti tutte assieme. Peschi le carte solo dopo aver scartato. Se devi mescolare per pescare, le carte scartate si mesconlano con le altre .",
"name": "Sotterraneo"
},
"Chapel": {
"description": "Elimina fino a 4 carte dalla tua mano.",
"extra": " Non puoi eliminare la stessa Cappella dal momento che non si trova nella tua mano quando ne risolvi l'effetto. Potresti eliminare un'altra carta Cappella se fosse nella tua mano .",
"name": "Cappella"
},
"Council Room": {
"description": "+4 Carte
+1 AcquistoOgni altro giocatore pesca una carta.",
"extra": " Gli altri giocatori devono pescare una carta che lo vogliano o meno. Tutti i giocatori mescolano, se necessario.",
"name": "Sala del Consiglio"
},
"Festival": {
"description": "+2 Azioni
+1 Acquisto
+2 Coins",
"extra": " Se giochi più di una Fiera, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne rimangono; il trucco funziona ogni volta (esempio: \"Gioco Fiera e mi restano due Azioni. Gioco Mercato e mi restano due Azioni. Gioco un'altra Fiera e adesso mi restano tre Azioni...).",
"name": "Fiera"
},
"Gardens": {
"description": "Variabile, Vale 1 ogni 10 carte nel tuo mazzo (per difetto).",
"extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non serve a nulla fino alla fine della partita, quando varrà un punto vittoria per ogni 10 carte nel tuo mazzo (contando tutte le carte - la tua pila degli scarti e la tua mano fan parte del tuo mazzo a questo punto). Arrotonda per difetto; se hai 39 carte, Giardini vale 3 punti vittoria. Durante la preparazione, metti 12 Giardini nella Riserva per una partita a 3 o più giocatori, e 8 nella Riserva per un gioco a 2 giocatori.",
"name": "Giardini"
},
"Laboratory": {
"description": "+2 Carte
+1 Azione",
"extra": " Pesca due carte. Puoi giocare un'altra carta Azione durante la tua fase Azione.",
"name": "Laboratorio"
},
"Library": {
"description": "Pesca fino ad avere 7 carte nella tua mano. Puoi mettere da parte qualsiasi carta Azione pescata in questo modo; scarta le carte messe da parte dopo aver finito di pescare.",
"extra": " Se devi mescolare mentre risolvi questa carta, le carte messe da parte non vengono mescolate nel nuovo mazzo. Saranno scartate quando avrai finito di pescare carte. Se finisci le carte anche dopo aver mescolato, metti in mano solo quelle che hai potuto pescare. Non sei obbligato a mettere da parte le Azioni, è una tua scelta. Se hai 7 o più carte in mano quando giochi la Biblioteca, non peschi nessuna carta.",
"name": "Biblioteca"
},
"Market": {
"description": "+1 Carta
+1 Azione
+1 Acquisto
+1 Coin",
"extra": " Pesca una carta. Puoi giocare un'altra carta Azione nella tua fase Azione. Durante la tua fase Acquisto, puoi comprare una carta addizionale dalla Riserva, e aggiungi una Moneta al valore totale delle carte Tesoro giocate.",
"name": "Mercato"
},
"Militia": {
"description": "+2 CoinsOgni altro giocatore scarta fino ad avere 3 carte nella sua mano.",
"extra": " I giocatori attaccati scartano carte fino ad avere solo 3 carte in mano. I giocatori che avevano 3 o meno carte in mano quando Milizia è stata giocata non scartano nessuna carta.",
"name": "Milizia"
},
"Mine": {
"description": "Elimina una carta Tesoro dalla tua mano. Ottieni una carta Tesoro che costi fino a 3 Coins in più; mettila nella tua mano.",
"extra": " Generalmente, puoi eliminare un Rame ed ottenere un Argento, o eliminare un Argento e ottenere un Oro. D'altra parte, puoi anche eliminare un Tesoro per ottenere lo stesso Tesoro o uno che costi di meno. La carta ottenuta finisce nella tua mano; quindi, puoi spenderla nello stesso turno. Se non hai una carta Tesoro in mano da eliminare, non puoi ottenere nulla.",
"name": "Miniera"
},
"Moat": {
"description": "+2 CarteQuando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, l'Attacco non ha effetto su di te.",
"extra": " Una carta Attacco è una carta con la scritta \"Attacco\" sul fondo (di solto, \"Azione - Attacco\"). Quando qualcun'altro gioca una carta Attacco, puoi rivelare il Fossato mostrandolo dalla tua mano agli altri giocatori per poi rimetterlo in mano (prima che si risolva la carta Attacco). La carta Attacco non ha quindi effetto su di te. Non otterrai una Maledizione a causa di una Strega o rivelare una carta a una Spia, e così via. Il Fossato non ferma nulla di quel che l'Attacco fa agli altri giocatori o a chi lo gioca; per esempio, se tutti rispondono col Fossato ad una Strega, la persona che ha giocato la Strega pesca comunque 2 carte. Il Fossato può anche essere giocato nel tuo turno come un'Azione per pescare 2 carte.",
"name": "Fossato"
},
"Moneylender": {
"description": "Elimina un Rame dalla tua mano. Se lo fai, +3 Coins.",
"extra": " Se non hai un Rame nella tua mano da eliminare, non ottieni le 3 Coins in più da spendere durante la fase Acquisto.",
"name": "Usuraio"
},
"Remodel": {
"description": "Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 2 Coins in più della carta eliminata.",
"extra": " Non puoi eliminare la Miglioria dal momento che non si trova nella tua mano nel momento in cui risolvi l'Azione (puoi eliminare un'altra carta Miglioria dalla tua mano). Se non hai una carta da eliminare, non puoi ottenere carte dalla Miglioria. La carta ottenuta finisce nella tua pila degli scarti. Puoi ottenere carte solo dalla Riserva. La carta ottenuta non deve per forza costare esattamente 2 Coins in più della carta eliminata; può costare qualunque valore uguale o inferiore. Non puoi usare Monete da carte Tesoro o precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Puoi eliminare una carta per ottenere una copia della stessa carta.",
"name": "Miglioria"
},
"Smithy": {
"description": "+3 Carte",
"extra": " Pesca tre carte.",
"name": "Fucina"
},
"Throne Room": {
"description": "Scegli una carta Azione dalla tua mano. Giocala due volte.",
"extra": " Scegli un'altra carta Azione dalla tua mano, giocala, e poi giocala ancora. Il secondo utilizzo della carta Azione non usa alcuna Azione extra che tu possa avere. Risolvi completamente il giocare l'Azione per la prima volta prima di giocarla la seconda volta. Se usi Sala del Trono con un'altra Sala del Trono, giochi un'Azione, la usi due volte, quindi giochi un'altra Azione e la usi due volte: non risolvi una singola Azione quattro volte. Se usi Sala del Trono su una carta che ti da' +1 Azione, come Mercato, finirai con 2 Azioni rimaste al termine, che è interessante dal momento che se avessi davvero giocato due Mercato di fila avresti 1 Azione rimasta. Ricorda di contare il numero di Azioni che ti rimangono ad alta voce per non confonderti! Non puoi giocare altre Azioni fra la prima e la seconda volta che risolvi l'Azione della Sala del Trono.",
"name": "Sala del Trono"
},
"Village": {
"description": "+1 Carta
+2 Azioni",
"extra": " Se stai giocando più di un Villaggio, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne restano, questo trucco funziona tutte le volte.",
"name": "Villaggio"
},
"Witch": {
"description": "+2 CarteOgni altro giocatore ottiene una carta Maledizione.",
"extra": " Se non ci sono abbastanza Maledizioni rimaste da dare a tutti quando giochi la Strega, le distribuisci in ordine di turno a cominciare dal giocatore che ti è successivo. Se giochi Strega quando non ci sono Maledizioni rimaste, peschi comunque 2 carte. Un giocatore che ottenga una Maledizione la mette a faccia in su nella sua pila degli scarti.",
"name": "Strega"
},
"Workshop": {
"description": "Ottieni una carta che costi fino a 4 Coins.",
"extra": " La carta che ottieni finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che puoi ottenere. [Non puoi ottenere carte che abbiano una Pozione nel costo con l'Officina.]",
"name": "Officina"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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 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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"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",
"untranslated": "description, extra, name"
},
"Colonnade": {
"description": "When you buy an Action card, if you have a copy of it in play, take 2 from here.Setup: Put 6 here per player.",
"extra": "For example with Settlers in play, buying another Settlers gets you 2 from here.Cards from the same pile are not necessarily copies of each other; for example Bustling Village is not a copy of Settlers.",
"name": "Colonnade",
"untranslated": "description, extra, name"
},
"Conquest": {
"description": "Gain 2 Silvers. +1 per Silver you've gained this turn.",
"extra": "This counts the two Silvers it gives you (provided that there were Silvers left to gain).For example, with 12 Coin and 2 Buys and having gained no Silvers earlier in the turn, you could buy Conquest twice, getting two Silvers, then +2, then two more Silvers, then +4.",
"name": "Conquest",
"untranslated": "description, extra, name"
},
"Crown": {
"description": "If it's your Action phase, you may play an Action from your hand twice. If it's your Buy phase, you may play a Treasure from your hand twice.",
"extra": "If you play this in your Action phase, you play an Action card from your hand, then play the same card again; this does not use up any extra Actions you have. If you play this in your Buy phase, you play a Treasure from your hand, then play it again; this does not use up any Actions at all. Crown can be used to play another Crown in either your Action or Buy phase, causing you to either play two more Actions twice each, or two more Treasures twice each. If you play Crown in your Action phase via something that lets you play Treasures (like Storyteller from Adventures), Crown will still play an Action card twice.",
"name": "Crown",
"untranslated": "description, extra, name"
},
"Defiled Shrine": {
"description": "When you gain an Action, move 1 from its pile to this. When you buy a Curse, take the from this.Setup: Put 2 on each non-Gathering Action Supply pile.",
"extra": "Note that this triggers on gaining an Action, whether bought or otherwise gained, but only on buying Curse, not on gaining Curse other ways. tokens will go on Ruins (from Dark Ages) when used, but not on Farmers' Market, Temple, or Wild Hunt (the three Action - Gathering cards).",
"name": "Defiled Shrine",
"untranslated": "description, extra, name"
},
"Delve": {
"description": "+1 Buy
Gain a Silver.",
"extra": "Each purchase of Delve gives you back the Buy you used on it.For example, if you have 7 Coins, you can Delve, then Delve, then buy a card for 3 Coins.",
"name": "Delve",
"untranslated": "description, extra, name"
},
"Dominate": {
"description": "Gain a Province. If you do, +9.",
"extra": "This does nothing once the Province pile is empty.",
"name": "Dominate",
"untranslated": "description, extra, name"
},
"Donate": {
"description": "After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.",
"extra": "Effects that happen due to trashing cards (such as Rocks) will happen before you shuffle.This happens between turns, and so Possession (from Alchemy) will no longer be doing anything.",
"name": "Donate",
"untranslated": "description, extra, name"
},
"Emporium": {
"description": "+1 Card
+1 Action
+1 CoinWhen you gain this, if you have at least 5 Action cards in play, +2 .",
"extra": "This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
"name": "Emporium",
"untranslated": "description, extra, name"
},
"Encampment": {
"description": "+2 Cards
+2 ActionsYou may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.",
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder.",
"name": "Encampment",
"untranslated": "description, extra, name"
},
"Enchantress": {
"description": "Until your next turn, the first time each other play plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.At the start of your next turn,+2 Cards",
"extra": "Players revealing a card like Moat when this is played have to do it right then, not later, even though the attack will not hurt them until their turn. The first Action each other player plays, just on their next turn, will give them +1 Card +1 Action instead of what it would have normally done. This does not affect abilities below a dividing line; they still function. For example a player playing Sacrifice would get +1 Card +1 Action and not do anything Sacrifice normally does; a player playing Groundskeeper would get +1 Card +1 Action and would still get for gaining Victory cards. It can be helpful to turn the affected card sideways, to remember that it did not do what it normally did. Enchantress does not affect card abilities from cards played on previous turns; for example if an opponent plays Enchantress and you have an Archive out from a previous turn, on your turn you will first get a card from your Archive as normal, and then the first Action card actually played on that turn will be affected by Enchantress. If Enchantress affects a Crown played in a Buy phase, its player gets +1 Card +1 Action, but has no way to use the +1 Action, since it is their Buy phase (but it might matter e.g. if the player buys Villa).",
"name": "Enchantress",
"untranslated": "description, extra, name"
},
"Engineer": {
"description": "Gain a card costing up to 4 Coins. You may trash this. If you do, gain a card costing up to 4 Coins.",
"extra": "Engineer cannot gain copies of itself, or any other card with Debt in the cost. When you play it, you gain a card, then may trash Engineer to gain a second card (which can be the same as the first or different).",
"name": "Engineer",
"untranslated": "description, extra, name"
},
"Farmers' Market": {
"description": "+1 BuyIf there are 4 or more on the Farmers' Market Supply pile, take them and trash this. Otherwise, add 1 to the pile and then +1 Coin per 1 on the pile.",
"extra": "The first time this is played, it produces +1 Coin (and +1 Buy), the next time +2 Coin, then +3 Coin, then +4 Coin, then the next time the player takes the 4 (and gets no + _ Coin), then the next time it is back to +1 Coin. This still functions if the Farmers' Market pile is empty.",
"name": "Farmers' Market",
"untranslated": "description, extra, name"
},
"Fortune": {
"description": "+1 BuyWhen you play this, double your Coin if you haven't yet this turn.When you gain this, gain a Gold per Gladiator you have in play.",
"extra": "You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
"name": "Fortune",
"untranslated": "description, extra, name"
},
"Forum": {
"description": "+3 Cards
+1 ActionDiscard 2 cards.When you buy this, +1 Buy.",
"extra": "For example, with 13 Coin and only one Buy, you could buy a Forum, getting +1 Buy, then buy a Province.",
"name": "Forum",
"untranslated": "description, extra, name"
},
"Fountain": {
"description": "When scoring, 15 if you have at least 10 Coppers.",
"extra": "You either get 15 or 0; there is no extra bonus for having 20 Coppers.",
"name": "Fountain",
"untranslated": "description, extra, name"
},
"Gladiator": {
"description": "+2 CoinReveal a card from your hand. The player to your left may reveal a copy from their hand. If they do not, +1 Coin and trash a Gladiator from the Supply.",
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.",
"name": "Gladiator",
"untranslated": "description, extra, name"
},
"Groundskeeper": {
"description": "+1 Card
+1 ActionWhile this is in play, when you gain a Victory card, +1",
"extra": "This can trigger multiple times in a turn, for cards gained different ways. For example you could play Groundskeeper, then play Engineer gaining an Estate and taking 1, then in your Buy phase buy a Duchy taking another +1. Multiple Groundskeepers are cumulative. If you Crown a Groundskeeper, there is still just one Groundskeeper in play, so you only get +1 per Victory card gained.",
"name": "Groundskeeper",
"untranslated": "description, extra, name"
},
"Keep": {
"description": "When scoring, 5 per differently named Treasure you have, that you have more copies of than each other player, or tied for most.",
"extra": "This applies to each different Treasure being used in the game.If all players have the same number of copies of a Treasure, they all get the 5 for that Treasure.",
"name": "Keep",
"untranslated": "description, extra, name"
},
"Labyrinth": {
"description": "When you gain a 2nd card in one of your turns, take 2 from here.