dominiontabs/card_db/en_us/dominion_cards.txt
2015-09-25 17:30:46 -04:00

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1 Cellar Dominion Action $2 +1 Action, Discard any number of cards. +1 Card per card discarded.
2 Chapel Dominion Action $2 Trash up to 4 cards from your hand.
3 Moat Dominion Action - Reaction $2 +2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
4 Chancellor Dominion Action $3 +2 Coins, You may immediately put your deck into your discard pile.
5 Village Dominion Action $3 +1 Card, +2 Actions.
6 Woodcutter Dominion Action $3 +1 Buy, +2 Coins.
7 Workshop Dominion Action $3 Gain a card costing up to 4 Coins.
8 Bureaucrat Dominion Action - Attack $4 Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
9 Feast Dominion Action $4 Trash this card. Gain a card costing up to 5 Coins.
10 Gardens Dominion Victory $4 Variable, Worth 1 <VP> for every 10 cards in your deck (rounded down).
11 Militia Dominion Action - Attack $4 +2 Coins, Each other player discards down to 3 cards in his hand.
12 Moneylender Dominion Action $4 Trash a Copper from your hand. If you do, +3 Coins.
13 Remodel Dominion Action $4 Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.
14 Smithy Dominion Action $4 +3 Cards.
15 Spy Dominion Action - Attack $4 +1 Card, +1 Action, Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
16 Thief Dominion Action - Attack $4 Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.
17 Throne Room Dominion Action $4 Choose an Action card in your hand. Play it twice.
18 Council Room Dominion Action $5 +4 Cards, +1 Buy, Each other player draws a card.
19 Festival Dominion Action $5 +2 Actions, +1 Buy, +2 Coins.
20 Laboratory Dominion Action $5 +2 Cards, +1 Action.
21 Library Dominion Action $5 Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
22 Market Dominion Action $5 +1 Card, +1 Action, +1 Buy, +1 Coin.
23 Mine Dominion Action $5 Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.
24 Witch Dominion Action - Attack $5 +2 Cards, Each other player gains a Curse card.
25 Adventurer Dominion Action $6 Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
26 Copper Dominion Treasure $0 Worth 1 Coin.
27 Silver Dominion Treasure $3 Worth 2 Coins.
28 Gold Dominion Treasure $6 Worth 3 Coins.
29 Curse Dominion Curse $0 -1 <VP>
30 Estate Dominion Victory $2 1 <VP>
31 Duchy Dominion Victory $5 3 <VP>
32 Province Dominion Victory $8 6 <VP>
33 Trash Dominion Action $0 Pile of trash.
1 Courtyard Intrigue Action $2 +3 Card, Put a card from your hand on top of your deck.
2 Pawn Intrigue Action $2 Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).
3 Secret Chamber Intrigue Action - Reaction $2 Discard any number of cards. +1 Coin per card discarded. - When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.
4 Great Hall Intrigue Action - Victory $3 +1 Card, +1 Action, 1 <VP>
5 Masquerade Intrigue Action $3 +2 Card, Each player passes a card in their hand to the player on their left. You may trash a card from your hand.
6 Shanty Town Intrigue Action $3 +2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards.
7 Steward Intrigue Action $3 Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.
8 Swindler Intrigue Action - Attack $3 +2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
9 Wishing Well Intrigue Action $3 +1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
10 Baron Intrigue Action $4 +1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.
11 Bridge Intrigue Action $4 +1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.
12 Conspirator Intrigue Action $4 +2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.
13 Coppersmith Intrigue Action $4 Copper produces an extra 1 Coin this turn.
14 Ironworks Intrigue Action $4 Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.
15 Mining Village Intrigue Action $4 +1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins.
16 Scout Intrigue Action $4 +1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
17 Duke Intrigue Victory $5 Worth 1 <VP> per Duchy you have.
18 Minion Intrigue Action - Attack $5 +1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
19 Saboteur Intrigue Action - Attack $5 Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.
20 Torturer Intrigue Action - Attack $5 +3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
21 Trading Post Intrigue Action $5 Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.
22 Tribute Intrigue Action $5 The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.
23 Upgrade Intrigue Action $5 +1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.
24 Harem Intrigue Treasure - Victory $6 Worth 2 Coins, 2 <VP>
25 Nobles Intrigue Action - Victory $6 2 <VP>
Choose one: +3 Cards, or +2 Actions.
26 Copper Intrigue Treasure $0 Worth 1 Coin.
27 Silver Intrigue Treasure $3 Worth 2 Coins.
28 Gold Intrigue Treasure $6 Worth 3 Coins.
29 Curse Intrigue Curse $0 -1 <VP>
30 Estate Intrigue Victory $2 1 <VP>
31 Duchy Intrigue Victory $5 3 <VP>
32 Province Intrigue Victory $8 6 <VP>
33 Trash Intrigue Action $0 Pile of trash.
1 Embargo Seaside Action $2 +2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.
2 Haven Seaside Action - Duration $2 +1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
3 Lighthouse Seaside Action - Duration $2 +1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.
4 Native Village Seaside Action $2 +2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.
5 Pearl Diver Seaside Action $2 +1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top.
6 Ambassador Seaside Action - Attack $3 Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
7 Fishing Village Seaside Action - Duration $3 +2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin.
8 Lookout Seaside Action $3 +1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
9 Smugglers Seaside Action $3 Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.
10 Warehouse Seaside Action $3 +3 Card, +1 Action, Discard 3 cards.
11 Caravan Seaside Action - Duration $4 +1 Card, +1 Action
At the start of your next turn, +1 Card.
12 Cutpurse Seaside Action - Attack $4 +2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper).
13 Island Seaside Action - Victory $4 Set aside this and another card from your hand. Return them to your deck at the end of the game. 2 VP
14 Navigator Seaside Action $4 +2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.
15 Pirate Ship Seaside Action - Attack $4 Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.
16 Salvager Seaside Action $4 +1 Buy, Trash a card from your hand. +Coins equal to its cost.
17 Sea Hag Seaside Action - Attack $4 Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
18 Treasure Map Seaside Action $4 Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.
19 Bazaar Seaside Action $5 +1 Card, +2 Actions, +1 Coin.
20 Explorer Seaside Action $5 You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
21 Ghost Ship Seaside Action - Attack $5 +2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
22 Merchant Ship Seaside Action - Duration $5 Now and at the start of your next turn: +2 Coins.
23 Outpost Seaside Action - Duration $5 You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
24 Tactician Seaside Action - Duration $5 Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.
25 Treasury Seaside Action $5 +1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.
26 Wharf Seaside Action - Duration $5 Now and at the start of your next turn: +2 Cards, +1 Buy.
1 Transmute Alchemy Action $0 1P Trash a card from your hand. If it is an...
Action card, gain a Duchy
Treasure card, gain a Transmute
Victory card, gain a Gold
2 Vineyard Alchemy Victory $0 1P Worth 1 <VP> for every 3 Action cards in your deck (rounded down).
3 Apothecary Alchemy Action $2 1P +1 Card
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.
4 Herbalist Alchemy Action $2 +1 Buy
+1 Coin
When you discard this from play, you may put one of your Treasures from play on top of your deck.
5 Scrying Pool Alchemy Action - Attack $2 1P +1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.
Put all of your revealed cards into your hand.
6 University Alchemy Action $2 1P +2 Actions
You may gain an Action card costing up to 5 Coins.
7 Alchemist Alchemy Action $3 1P +2 Cards
+1 Action
When you discard this from play, you may put this on top of your deck if you have a Potion in play.
8 Familiar Alchemy Action - Attack $3 1P +1 Card
+1 Action
Each other player gains a curse.
9 Philosopher's Stone Alchemy Treasure $3 1P When you play this, count your deck and discard pile.
Worth 1 Coin per 5 cards total between them (rounded down).
10 Golem Alchemy Action $4 1P Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.
Discard the other cards, then play the Action cards in either order.
11 Potion Alchemy Treasure $4 Worth 1 Potion.
12 Apprentice Alchemy Action $5 +1 Action
Trash a card from your hand.
+1 Card per Coin it costs.
+2 Cards if it has Potion in its cost.
13 Possession Alchemy Action $6 1P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.
14 Possession 2/2 Alchemy Action $6 1P -During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into his discard pile at the end of the turn, after Clean-up. This counts as the card being trashed, so, for example, you could trash a Mining Village (from Intrigue) and get the 2 coins. Getting those cards back at end of turn does not count as those cards being gained (so for example, you won't get them). Other players' cards that are trashed during that turn are not returned.
-If you make another player play an Attack via Possession, that Attack will hit you like it would normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from Intrigue), you would be the one revealing the Reaction, not the player being Possessed.
-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.
-Cards passed with Masquerade (from Intrigue) are not being gained or trashed, and so are passed normally. Cards returned to the Supply with Ambassador (from Seaside) are also not being trashed, and so return to the Supply normally.
1 Loan Prosperity Treasure $3 Worth 1 Coin.
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
2 Trade Route Prosperity Action $3 +1 Buy
+1 Coin per token on the Trade Route mat.
Trash a card from your hand.
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Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
3 Watchtower Prosperity Reaction $3 Draw until you have 6 cards in hand.
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When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
4 Bishop Prosperity Action $4 +1 Coin
+1 <VP>
Trash a card from your hand. +<VP> equal to half its cost in coins, rounded down.
Each other player may trash a card from his hand.
5 Monument Prosperity Action $4 +2 Coins; +1 <VP>
6 Quarry Prosperity Treasure $4 Worth 1 Coin.
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While this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.
7 Talisman Prosperity Treasure $4 Worth 1 Coin.
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While this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.
8 Worker's Village Prosperity Action $4 +1 Card
+2 Actions
+1 Buy
9 City Prosperity Action $5 +1 Card
+2 Actions
If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.
10 Contraband Prosperity Treasure $5 Worth 3 Coins.
+1 Buy
When you play this, the player to your left names a card. You can't buy that card this turn.
11 Counting House Prosperity Action $5 Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
12 Mint Prosperity Action $5 You may reveal a Treasure card from your hand. Gain a copy of it.
______________________
When you buy this, trash all Treasures you have in play.
13 Mountebank Prosperity Action - Attack $5 +2 Coins
Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
14 Rabble Prosperity Action - Attack $5 +3 Cards
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
15 Royal Seal Prosperity Treasure $5 Worth 2 Coins.
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While this is in play, when you gain a card, you may put that card on top of your deck.
16 Vault Prosperity Action $5 +2 Cards
Discard any number of cards. +1 Coin per card discarded.
Each other player may discard 2 cards. If he does, he draws a card.
17 Venture Prosperity Treasure $5 Worth 1 Coin.
When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.
18 Goons Prosperity Action - Attack $6 +1 Buy
+2 Coins
Each other player discards down to 3 cards in hand.
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While this is in play, when you buy a card, +1 <VP>.
19 Grand Market Prosperity Action $6 +1 Card
+1 Action
+1 Buy
+2 Coins
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You can't buy this if you have any Copper in play.
20 Hoard Prosperity Treasure $6 Worth 2 Coins.
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While this is in play, when you buy a Victory card, gain a Gold.
21 Bank Prosperity Treasure $7 Worth ? Coins.
When you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).
22 Expand Prosperity Action $7 Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.
23 Forge Prosperity Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.
24 King's Court Prosperity Action $7 You may choose an Action card in your hand. Play it three times.
25 Peddler Prosperity Action $8* +1 Card; +1 Action; +2 Coin
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During your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.
26 Platinum Prosperity Treasure $9 Worth 5 Coins.
27 Colony Prosperity Victory $11 10 <VP>.
1 Black Market Promo Action $3 +2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.
(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.).
2 Envoy Promo Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
3 Stash Promo Treasure $5 Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.
4 Walled Village Promo Action $4 +1 Card
+2 Actions
At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.
5 Governor Promo Action $5 +1 Action
Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.
6 Prince Promo Action $8 You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).
1 Copper Base Treasure $0 Worth 1 Coin.
2 Silver Base Treasure $3 Worth 2 Coins.
3 Gold Base Treasure $6 Worth 3 Coins.
4 Platinum Base Treasure $9 Worth 5 Coins.
5 Potion Base Treasure $4 Worth 1 Potion.
6 Curse Base Curse $0 -1 <VP>
7 Estate Base Victory $2 1 <VP>
8 Duchy Base Victory $5 3 <VP>
9 Province Base Victory $8 6 <VP>
10 Colony Base Victory $11 10 <VP>
11 Trash Base Action $0 Pile of trash.
1 Bag of Gold Cornucopia Action - Prize $0* +1 Action
Gain a Gold, putting it on top of your deck.
(This is not in the Supply.)
2 Diadem Cornucopia Treasure - Prize $0* Worth 2 Coins.
When you play this, +1 Coins per unused Action you have (Action, not Action card).
(This is not in the Supply.)
3 Followers Cornucopia Action - Attack - Prize $0* +2 Cards
Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.
(This is not in the Supply.)
4 Princess Cornucopia Action - Prize $0* +1 Buy
While this is in play, cards cost 2 Coins less, but not less than 0 Coins.
(This is not in the Supply.)
5 Trusty Steed Cornucopia Action - Prize $0* Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.
(This is not in the Supply.)
6 Hamlet Cornucopia Action $2 +1 Card
+1 Action
You may discard a card; If you do +1 Action.
You may discard a card; If you do +1 Buy
7 Fortune Teller Cornucopia Action - Attack $3 +2 Coin
Each other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.
8 Menagerie Cornucopia Action $3 +1 Action
Reveal your hand.
If there are no duplicate cards in it, +3 Cards.
Otherwise, +1 Card.
9 Farming Village Cornucopia Action $4 +2 Actions
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
10 Horse Traders Cornucopia Action - Reaction $4 +1 Buy
+3 Coin
Discard 2 Cards
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
11 Remake Cornucopia Action $4 Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.
12 Tournament Cornucopia Action $4 +1 Action
Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.
Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed
13 Young Witch Cornucopia Action - Attack $4 +2 Cards
Discard 2 cards. Each other player may reveal a Bane card from his hand.
If he doesnt, he gains a Curse.
Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.
14 Harvest Cornucopia Action $5 Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.
15 Horn of Plenty Cornucopia Treasure $5 Worth 0 Coins
When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If its a Victory card, trash this.
16 Hunting Party Cornucopia Action $5 +1 Card
+1 Action
Reveal your hand. Reveal cards from your deck until you reveal a card that isnt in a duplicate of one in your hand and discard the rest.
17 Jester Cornucopia Action - Attack $5 +2 Coins
Each other player discards the top card of his deck. If its a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.
18 Fairgrounds Cornucopia Victory $6 Worth 2 <VP> for every 5 differently named cards in your deck (rounded down)
19 Prizes Cornucopia Extras Prize $0* Prizes are never in the supply. They can only be obtained via Tournament.
Bag of Gold: +1 Action; Gain a Gold, putting it on top of your deck.
Diadem: +2 Coins; When you play this, +1 Coins per unused Action you have.
Followers: +2 Cards; Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.
Princess: +1 Buy; While this is in play, cards cost 2 Coins less, but not less than 0 Coins.
Trusty Steed: Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.
1 Crossroads Hinterlands Action $2 Reveal your hand.
+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
2 Duchess Hinterlands Action $2 +2 Coins
Each player (including you) looks at the top card of his deck, and discards it or puts it back.
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In games using this, when you gain a Duchy, you may gain a Duchess.
3 Fool's Gold Hinterlands Treasure - Reaction $2 If this is the first time you played a Fool's Gold this turn, this is worth 1 coin, otherwise it's worth 4 coins.
______________________
When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.
4 Develop Hinterlands Action $3 Trash a card from your hand. Gain a card costing exactly 1 coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck.
5 Oasis Hinterlands Action $3 +1 Card
+1 Action
+1 Coins
Discard a card.
6 Oracle Hinterlands Action - Attack $3 Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.
+2 Cards
7 Scheme Hinterlands Action $3 +1 Card
+1 Action
At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
8 Tunnel Hinterlands Victory - Reaction $3 2 <VP>
______________________
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
9 Jack of all Trades Hinterlands Action $4 Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.
10 Noble Brigand Hinterlands Action - Attack $4 +1 Coin
When you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards.
11 Nomad Camp Hinterlands Action $4 +1 Buy
+2 Coins
______________________
When you gain this, put it on top of your deck.
12 Silk Road Hinterlands Victory $4 Worth 1 <VP> for every 4 Victory cards in your deck (round down).
13 Spice Merchant Hinterlands Action $4 You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +2 Coins and +1 Buy.
14 Trader Hinterlands Action - Reaction $4 Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
______________________
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.
15 Cache Hinterlands Treasure $5 Worth 3 coins
______________________
When you gain this, gain two Coppers.
16 Cartographer Hinterlands Action $5 +1 Card
+1 Action
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
17 Embassy Hinterlands Action $5 +5 Cards
Discard 3 cards.
______________________
When you gain this, each other player gains a Silver.
18 Haggler Hinterlands Action $5 +2 Coins
______________________
While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.
19 Highway Hinterlands Action $5 +1 Card
+1 Action
______________________
While this is in play, cards cost 1 Coin less, but not less than 0 Coins.
20 Ill-Gotten Gains Hinterlands Treasure $5 Worth 1 Coin
When you play this, you may gain a Copper, putting it into your hand.
______________________
When you gain this, each other player gains a Curse.
21 Inn Hinterlands Action $5 +2 Cards
+2 Actions
Discard 2 cards.
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When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.
22 Mandarin Hinterlands Action $5 +3 Coins
Put a card from your hand on top of your deck.
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When you gain this, put all Treasures you have in play on top of your deck in any order.
23 Margrave Hinterlands Action - Attack $5 +3 Cards
+1 Buy
Each other player draws a card, then discards down to 3 cards in hand.
24 Stables Hinterlands Action $5 You may discard a Treasure. If you do, +3 Cards and +1 Action.
25 Border Village Hinterlands Action $6 +1 Card
+2 Actions
______________________
When you gain this, gain a card costing less than this.
26 Farmland Hinterlands Victory $6 2 <VP>
______________________
When you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.
1 Ruins Dark Ages Action - Ruins $0 Abandoned Mine: +1 Coin
Ruined Library: +1 Card
Ruined Market: +1 Buy
Ruined Village: +1 Action
Survivors: Look at the top 2 cards of your deck. Discard them or put them back in any order.
2 Madman Dark Ages Action $0* +2 Actions
Return this to the Madman pile. If you do, +1 Card per card in your hand.
(This card is not in the supply.)
3 Spoils Dark Ages Treasure $0* Worth 3 Coins
When you play this, return it to the Spoils pile.
(This is not in the Supply.)
4 Hovel Dark Ages Reaction - Shelter $1 When you buy a Victory card, you may trash this from your hand.
5 Necropolis Dark Ages Action - Shelter $1 +2 Actions
6 Overgrown Estate Dark Ages Victory - Shelter $1 0 <VP>
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When you trash this, +1 Card.
7 Poor House Dark Ages Action $1 +4 Coins
Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.
8 Squire Dark Ages Action $2 +1 Coin
Choose one: +2 Actions; or +2 Buys; or gain a Silver.
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When you trash this, gain an Action card.
9 Vagrant Dark Ages Action $2 +1 Card, +1 Action
Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.
10 Hermit Dark Ages Action $3 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.
11 Sage Dark Ages Action $3 +1 Action
Reveal 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.
12 Feodum Dark Ages Victory $4 Worth 1 <VP> for every 3 Silvers in your deck (round down).
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When you trash this, gain 3 Silvers.
13 Fortress Dark Ages Action $4 +1 Card, +2 Actions
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When you trash this, put it into your hand.
14 Ironmonger Dark Ages Action $4 +1 Card, +1 Action
Reveal the top card of your deck; you may discard it. Either way, if it is an…
Action card, +1 Action
Treasure card, +1 Coin
Victory card, +1 Card
15 Procession Dark Ages Action $4 You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.
16 Rats Dark Ages Action $4 +1 Card, +1 Action
Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).
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When you trash this, +1 Card.
17 Band of Misfits Dark Ages Action $5 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.
18 Bandit Camp Dark Ages Action $5 +1 Card, +2 Actions
Gain a Spoils from the Spoils pile.
19 Count Dark Ages Action $5 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.
20 Cultist Dark Ages Action - Attack - Looter $5 +2 Cards
Each other player gains a Ruins. You may play a Cultist from your hand.
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When you trash this, +3 Cards.
21 Graverobber Dark Ages Action $5 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.
22 Pillage Dark Ages Action - Attack $5 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.
23 Scavenger Dark Ages Action $4 +2 Coins
You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.
24 Altar Dark Ages Action $6 Trash a card from your hand. Gain a card costing up to 5 Coins.
29 Armory Dark Ages Action $4 Gain a card costing up to 4 Coins, putting it on top of your deck.
25 Beggar Dark Ages Action - Reaction $2 Gain 3 Coppers, putting them into your hand.
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When another player plays an Attack card, you may discard this.
If you do, gain two Silvers, putting one on top of your deck.
26 Catacombs Dark Ages Action $5 Look at the top 3 cards of your deck.
Choose one: Put them into your hand;
or discard them and +3 Cards.
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When you trash this, gain a cheaper card.
27 Counterfeit Dark Ages Treasure $5 Worth 1 Coin
+1 Buy
When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure
28 Death Cart Dark Ages Action - Looter $4 +5 Coins
You may trash an Action card from your hand. If you dont, trash this.
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When you gain this, gain 2 Ruins.
29 Forager Dark Ages Action $3 +1 Action
+1 Buy
Trash a card from your hand.
+1 Coin per differently named Treasure
in the trash.
30 Junk Dealer Dark Ages Action $5 +1 Card
+1 Action
+1 Coin
Trash a card from your hand.
31 Knights Dark Ages Action $5 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.
32 Marauder Dark Ages Action $4 Gain a Spoils from the Spoils pile.
Each other player gains a Ruins.
33 Market Square Dark Ages Action - Reaction $3 +1 Card
+1 Action
+1 Buy
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When one of your cards is trashed,
you may discard this from your
hand. If you do, gain a Gold.
34 Rebuild Dark Ages Action $5 + 1 Action
Name 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.
35 Rogue Dark Ages Action - Attack $5 + 2 Coins
If 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.
36 Storeroom Dark Ages Action $3 + 1 Buy
Discard any number of cards.
+1 Card per card discarded.
Discard any number of cards.
+ 1 Coins per card discarded the second time.
37 Urchin Dark Ages Action - Attack $3 +1 Card
+1 Action
Each other player discards down to 4 cards in hand.
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When you play another Attack card with this in play, you may trash this.
If you do, gain a Mercenary from the Mercenary pile.
38 Wandering Minstrel Dark Ages Action $4 +1 Card
+2 Actions
Reveal the top 3 cards of your deck.
Put the Actions back on top in any order and discard the rest.
39 Hunting Grounds Dark Ages Action $6 + 4 Cards
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When you trash this,
gain a Duchy or 3 Estates.
40 Mercenary Dark Ages Action - Attack $0* 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.)
41 Mystic Dark Ages Action $5 +1 Action
+ 2 Coins
Name a card.
Reveal the top card of your deck.
If its the named card, put it into your hand.
42 Shelters Dark Ages Extras Action - Shelter $1 Hovel: When you buy a Victory card, you may trash this from your hand.
Necropolis: +2 Actions
Overgrown Estate: 0 <VP>; when you trash this, +1 Card.
43 Urchin / Mercenary Dark Ages Extras Action $3 Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
44 Hermit / Madman Dark Ages Extras Action $3 Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.
1 Advisor Guilds Action $4 +1 Action
Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
2 Baker Guilds Action $5 +1 Card
+1 Action
Take a Coin token.
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Setup: Each player takes a Coin token.
3 Butcher Guilds Action $5 Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
4 Candlestick Maker Guilds Action $2 +1 Action
+1 Buy
Take a Coin token.
5 Doctor Guilds Action $3+ Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
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When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
6 Herald Guilds Action $4+ +1 Card
+1 Action
Reveal the top card of your deck. If it is an Action, play it.
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When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.
7 Journeyman Guilds Action $5 Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
8 Masterpiece Guilds Treasure $3+ Worth 1 Coin.
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When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.
9 Merchant Guild Guilds Action $5 +1 Buy
+1 Coin
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While this is in play, when you buy a card, take a Coin token.
10 Plaza Guilds Action $4 +1 Card
+2 Actions
You may discard a Treasure card. If you do, take a Coin token.
11 Soothsayer Guilds Action - Attack $5 Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
12 Stonemason Guilds Action $2+ Trash a card from your hand. Gain 2 cards each costing less than it.
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When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
13 Taxman Guilds Action - Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.
1 Amulet Adventures Action - Duration $3 Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.
2 Artificer Adventures Action $5 +1 Card
+1 Action
+1 Coin
Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.
3 Bridge Troll Adventures Action - Attack - Duration $5 Each other player takes his -1 Coin token. Now and at the start of your next turn:
+1 Buy
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While this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.
4 Caravan Guard Adventures Action - Duration - Reaction $3 +1 Card
+1 Action
At the start of your next turn, +1 Coin
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When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)
5 Dungeon Adventures Action - Duration $3 +1 Action
Now and at the start of your next turn: +2 Cards then discard 2 cards.
6 Duplicate Adventures Action - Reserve $4 Put this on your Tavern mat.
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When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.
7 Gear Adventures Action - Duration $3 +2 Cards
Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
8 Giant Adventures Action - Attack $5 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.
9 Guide Adventures Action - Reserve $3 +1 Card
+1 Action
Put this on your Tavern mat.
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At the start of your turn, you may call this, to discard your hand and draw 5 cards.
10 Haunted Woods Adventures Action - Attack - Duration $5 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
11 Hireling Adventures Action - Duration $6 At the start of each of your turns for the rest of the game:
+1 Card
(This stays in play.)
12 Lost City Adventures Action $5 +2 Cards
+2 Actions
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When you gain this, each other player draws a card.
13 Magpie Adventures Action $4 +1 Card
+1 Action
Reveal 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.
14 Messenger Adventures Action $4 +1 Buy
+2 Coins
You may put your deck into your discard pile.
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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.
15 Miser Adventures Action $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.
16 Ranger Adventures Action $4 +1 Buy
Turn your Journey token over (it starts face up). If it's face up, +5 Cards.
17 Ratcatcher Adventures Action - Reserve $2 +1 Card
+1 Action
Put this on your Tavern mat.
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At the start of your turn, you may call this, to trash a card from your hand.
18 Raze Adventures Action $2 +1 Action
Trash 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.
19 Royal Carriage Adventures Action - Reserve $5 +1 Action
Put this on your Tavern mat.
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Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.
20 Storyteller Adventures Action $5 +1 Action
+1 Coin
Play up to 3 Treasures from your hand. Pay all of your Coins. +1 Card per Coin paid.
21 Swamp Hag Adventures Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he gains a Curse.
At the start of your next turn:
+3 Coins
22 Transmogrify Adventures Action - Reserve $4 +1 Action
Put this on your Tavern mat.
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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.
23 Wine Merchant Adventures Action - Reserve $5 +1 Buy
+4 Coins
Put this on your Tavern mat.
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At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.
24 Port Adventures Action $4 +1 Card
+2 Actions
______________________
When you buy this, gain another Port.
25 Coin of the Realm Adventures Treasure - Reserve $2 1 Coin
When you play this, put it on your Tavern mat.
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Directly after resolving an Action, you may call this for +2 Actions.
26 Relic Adventures Treasure - Attack $5 2 Coins
When you play this, each other player puts his -1 Card token on his deck.
27 Treasure Trove Adventures Treasure $5 2 Coins
When you play this, gain a Gold and a Copper.
28 Distant Lands Adventures Action - Reserve - Victory $5 Put this on your Tavern mat.
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Worth 4 VP if on your Tavern mat at the end of the Game (otherwise worth 0 VP).
29 Page Adventures Action - Traveller $2 +1 Card
+1 Action
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When you discard this from play, you may exchange it for a Treasure Hunter.
30 Peasant Adventures Action - Traveller $2 +1 Buy
+1 Coin
______________________
When you discard this from play, you may exchange it for a Soldier.
31 Treasure Hunter Adventures Action - Traveller $3* +1 Action
+1 Coin
Gain a Silver per card the player to your right gained in his last turn.
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When you discard this from play, you may exchange it for a Warrior.
(This is not in the Supply.)
32 Warrior Adventures Action - Attack - Traveller $4* +2 Cards
For 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.
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When you discard this from play, you may exchange it for a Hero.
(This is not in the Supply.)
33 Hero Adventures Action - Traveller $5* +2 Coins
Gain a Treasure.
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When you discard this from play, you may exchange it for a Champion.
(This is not in the Supply.)
34 Champion Adventures Action - Duration $6* +1 Action
For 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.)
35 Soldier Adventures Action - Attack - Traveller $3* +2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.
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When you discard this from play, you may exchange it for a Fugitive.
(This is not in the Supply.)
36 Fugitive Adventures Action - Traveller $4* +2 Cards
+1 Action
Discard a card.
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When you discard this from play, you may exchange it for a Disciple.
(This is not in the Supply.)
37 Disciple Adventures Action - Traveller $5* You may play an Action card from your hand twice. Gain a copy of it.
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When you discard this from play, you may exchange it for a Teacher.
(This is not in the Supply.)
38 Teacher Adventures Action - Reserve $6* Put this on your Tavern mat.
______________________
At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, 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.)
39 Alms Adventures Event $0 Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.
40 Ball Adventures Event $5 Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.
41 Bonfire Adventures Event $3 Trash up to 2 cards you have in play.
42 Borrow Adventures Event $0 +1 Buy
Once per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.
43 Expedition Adventures Event $3 Draw 2 extra cards for your next hand.
44 Ferry Adventures Event $3 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.
45 Inheritance Adventures Event $7 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).
46 Lost Arts Adventures Event $6 Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).
47 Mission Adventures Event $4 Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.
48 Pathfinding Adventures Event $8 Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).
49 Pilgrimage Adventures Event $4 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.
50 Plan Adventures Event $3 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.)
51 Quest Adventures Event $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.
52 Raid Adventures Event $5 Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.
53 Save Adventures Event $1 +1 Buy
Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
54 Scouting Party Adventures Event $2 +1 Buy
Look 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.
55 Seaway Adventures Event $5 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).
56 Trade Adventures Event $5 Trash up to 2 cards from your hand.
Gain a Silver per card you trashed.
57 Training Adventures Event $6 Move your + 1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).
58 Travelling Fair Adventures Event $2 +2 Buys
When you gain a card this turn, you may put it on top of your deck.
59 Events Adventures Extras Event $* Events are not Kingdom cards. In a players Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.