2396 lines
134 KiB
Plaintext
2396 lines
134 KiB
Plaintext
:::Copper
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60 cards per game.
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:::Silver
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40 cards per game.
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:::Gold
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30 cards per game.
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:::Estate
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Put 8 in the Supply in a game with two players.
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Put 12 in the Supply in a game with three or more
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players.
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:::Duchy
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Put 8 in the Supply in a game with two players.
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Put 12 in the Supply in a game with three or more
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players.
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:::Province
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Put 8 in the Supply in a game with two players.
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Put 12 in the Supply in a game with three or four
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players.
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Put 15 in the Supply in a game with five players.
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Put 18 in the Supply in a game with six players.
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:::Trash
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:::Adventurer
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If you have to shuffle in the middle, shuffle. Don't
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shuffle in the revealed cards as these cards do not go
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to the Discard pile until you have finished revealing
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cards. If you run out of cards after shuffling and still
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only have one Treasure, you get just that one
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Treasure.
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:::Bureaucrat
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If you have no cards left in your Deck when you play
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this card, the Silver you gain will become the only
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card in your Deck. Similarly, if another players has
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no cards in his Deck, the Victory card he puts on top
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will become the only card in his Deck.
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:::Cellar
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You can't discard Cellar to itself, since it isn't in
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your hand any longer when you resolve it. You
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choose what cards to discard and discard them all at
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once. You only draw cards after you have discarded.
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If you have to shuffle to do the drawing, the
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discarded cards will end up shuffled into your new
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Deck.
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:::Chancellor
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You must resolve the Chancellor (decide whether or
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not to discard your Deck by flipping it into your
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Discard pile) before doing other things on your turn,
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like deciding what to buy or playing another Action
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card. You may not look through your Deck as you
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discard it.
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:::Chapel
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You can't trash the Chapel itself since it isn't in your
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hand when you resolve it. You could trash a
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different Chapel card if that card were in your hand.
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:::Council Room
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The other players must draw a card whether they
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want to or not. All players should shuffle as
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necessary.
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:::Feast
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The gained card goes into your Discard pile. It has to
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be a card from the Supply. You cannot use coins
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from Treasures or previous Actions (like the Market)
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to increase the cost of the card that you gain. If you
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use Throne Room on Feast, you will gain two cards,
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even though you can only trash Feast once. Gaining
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the card isn't contingent on trashing Feast; they're
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just two things that the card tries to make you do.
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:::Festival
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If you are playing multiple Festivals, keep a careful
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count of your Actions. Say how many you have left
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out loud; this trick works every time (i.e. "I'm
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playing the Festival and now have two Actions
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remaining. I play a Market and have two Actions
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remaining. I play another Festival and now have
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three actions remaining...).
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:::Gardens
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This Kingdom card is a Victory card, not an Action
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card. It does nothing until the end of the game, when
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it is worth 1 victory point per 10 cards in your Deck
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(counting all of your cards - your Discard pile and
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hand are part of your Deck at that point). Round
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down; if you have 39 cards, Gardens is worth 3
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victory points. During set-up, place 12 Gardens in
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the Supply for a 3+ player game and 8
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in the Supply for a 2 player game.
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:::Laboratory
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Draw two cards. You may play another Action card
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during your Action phase.
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:::Library
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If you have to shuffle in the middle, the set-aside
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cards are not shuffled into the new Deck. They will
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be discarded when you have finished drawing cards.
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If you run out of cards even after shuffling, you just
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get however many there were. You are not obligated
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to set aside Actions - you just have the option to do
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so. If you have 7 or more cards in hand after you
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play the Library, you don't draw any cards.
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:::Market
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Draw a card. You may play another Action card
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during your Actions phase. During your Buy phase,
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you may buy an additional card from the supply, and
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add one coin to the total value of the Treasure cards
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played.
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:::Militia
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The attacked players discard cards until they have
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only 3 cards in hand. Players who had 3 or fewer
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cards in hand when Militia was played do not discard
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any cards.
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:::Mine
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Generally, you can trash a Copper card and gain a
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Silver, or trash a Silver card and gain a Gold.
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However, you could also trash a Treasure to gain the
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same Treasure or a cheaper one. The gained card
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goes in your hand; thus, you can spend it the same
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turn. If you don't have a Treasure card in your hand
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to trash, you can't gain anything.
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:::Moat
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An attack card is one that says "Attack" on the bottom line
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(usually, "Action - Attack"). When someone else plays an
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Attack card, you may reveal the Moat by showing it from your
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hand to the other players and then returning it to your hand
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(before the Attack card resolves). You are then unaffected by
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that Attack card. You won't gain a Curse because of a Witch or
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reveal a card to a Spy, and so on. Moat doesn't stop
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anything an Attack does to other players or to the player of the
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Attack; for example, if everyone else Moats a Witch, the person
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who played it still gets to draw 2 cards. Moat can also be
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played on your turn as an Action to draw 2 cards.
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:::Moneylender
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If you do not have a Copper in your hand to trash,
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you don't get the +3 Coins to spend in the Buy phase.
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:::Remodel
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You cannot trash the Remodel as it isn't in your hand
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when you resolve it (you can trash a different Remodel
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card from your hand). If you do not have a card to
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trash, you cannot gain a card from the Remodel. The
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gained card goes in your Discard pile. You can only
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gain cards from the Supply. The gained card need not
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cost exactly 2 Coins more than the trashed card; it can
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cost that much or any amount less. You cannot use
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coins from Treasures or previous Actions (like the
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Market) to increase the cost of the card you gain. You
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can trash a card to gain a copy of the same card.
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:::Smithy
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Draw three cards.
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:::Spy
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Spy causes all players, including the one who played
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it, to reveal the top card of their Deck. Note that you
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draw your card for playing Spy before any cards are
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revealed. Anyone who does not have any cards left
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in their Deck shuffles in order to have something to
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reveal. Anyone who still has no cards to reveal
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doesn't reveal one. If players care about the order in
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which things happen for this, you do yourself first,
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then each other player in turn order. Revealed cards
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that aren't discarded are returned to the top of their
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players' Decks.
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:::Thief
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A player with just one card left revealed that last card and
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then shuffles to get the other card to reveal (without including
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the revealed card); a player with no cards left shuffles to get
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both of them. A player who still doesn't have two cards to
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reveal after shuffling just reveals what he can. Each player
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trashes one Treasure card at most, of the attacker's choice
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from the two revealed cards, and then you gain any of the
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trashed cards that you want. You can only take Treasures
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just trashed - not ones trashed on previous turns. You can
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take none of them, all of them, or anything in between. Put
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the Treasures you decided to gain into your Discard pile. The
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ones you choose not to gain stay in the Trash pile.
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:::Throne Room
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You pick another Action card in your hand, play it, and play it
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again. The second use of the Action card doesn't use up any extra
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Actions you have. You completely resolve playing the Action the
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first time before playing it the second time. If you Throne Room a
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Throne Room, you play an Action, doing it twice, and then play
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another Action and do it twice; you do not resolve an Action four
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times. If you Throne Room a card that gives you +1 Action, such
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as Market, you will end up with 2 Actions left afterwards, which is
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tricky, because if you'd just played Market twice you'd only have 1
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Action left afterwards. Remember to count the number of Actions
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you have remaining out loud to keep from getting confused! You
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cannot play any other Actions in between playing the Throne
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Roomed Action twice.
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:::Village
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If you're playing multiple Villages, keep a careful
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count of your Actions. Say how many you have left
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out loud; this trick works every time.
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:::Witch
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If there aren't enough Curses left to go around when
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you play the Witch, you deal them out in turn order -
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starting with the player after you. If you play Witch
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with no Curses remaining, you will still draw 2 cards.
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A player gaining a Curse puts it face-up into his
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Discard pile.
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:::Woodcutter
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During your Buy phase, you may add 2 Coins to the
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total value of the Treasure cards played, and you may
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buy an additional card from the Supply.
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:::Workshop
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The card you gain is put into your Discard pile. It
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has to be a card from the Supply. You cannot use
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coins from Treasures or previous Actions (like the
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Market) to increase the cost of the card you may
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gain. [You cannot gain cards with Potion in the cost
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with Workshop.]
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:::
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-If you make another player play an Attack via Possession, that Attack will hit you like it would
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normally. If you want to use a Reaction in response to that Attack (such as Secret Chamber from
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Intrigue), you would be the one revealing the Reaction, not the player being Possessed.
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-Possession causes an extra turn to be played, like the card Outpost does (from Seaside). The extra
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turn happens only after this turn is completely over - you will have discarded everything and drawn
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your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not
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prevent other cards or the rules from doing so. So, for example, if you play Possession in a two player
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game, then after the Possession turn, that player still gets his normal turn. If he played
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Outpost during that turn though, it would not give him an extra turn. If you play both Outpost and
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Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost
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during a turn in which you Possessed them, that player will get the extra turn and make decisions
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during it and so forth, not you; if you make someone play Possession during a turn in which you
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Possessed them, that will make that player Possess the player to his left, rather than you getting to
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Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker.
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Once the game ends, no further turns are played, including extra turns from Possession and
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Outpost.
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-Unlike Outpost, Possession is not a Duration card. It is discarded in the Clean-up phase of the turn
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you played it.
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-Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this
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one.
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:::Curse
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Curses are an available pile in the Supply regardless
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of what other cards are in the Supply.
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With 2 players, place 10 Curses in the Supply.
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With 3 players, place 20 Curses in the Supply.
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With 4 players, place 30 Curses in the Supply.
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With 5 players, place 40 Curses in the Supply.
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With 6 players, place 50 Curses in the Supply.
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:::
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Recommended sets of 10 from Seaside:
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High Seas: Bazaar, Caravan, Embargo, Explorer, Haven, Island, Lookout, Pirate Ship, Smugglers, Wharf
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Buried Treasure: Ambassador, Cutpurse, Fishing Village, Lighthouse, Outpost, Pearl Diver, Tactician, Treasure
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Map, Warehouse, Wharf
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Shipwrecks: Ghost Ship, Merchant Ship, Native Village, Navigator, Pearl Diver, Salvager, Sea Hag, Smugglers,
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Treasury, Warehouse
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Reach for Tomorrow: Adventurer, Cellar, Council Room, Cutpurse, Ghost Ship, Lookout, Sea Hag, Spy, Treasure
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Map, Village
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Repetition: Caravan, Chancellor, Explorer, Festival, Militia, Outpost, Pearl Diver, Pirate Ship, Treasury, Workshop
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Give and Take: Ambassador, Fishing Village, Haven, Island, Library, Market, Moneylender, Salvager, Smugglers,
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Witch
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Recommended sets of 10 from Alchemy:
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Forbidden Arts: Apprentice, Familiar, Possession, University, Cellar, Council Room, Gardens, Laboratory, Thief,
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and Throne Room
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Potion Mixers: Alchemist, Apothecary, Golem, Herbalist, Transmute, Cellar, Chancellor, Festival, Militia, and
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Smithy
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Chemistry Lesson: Alchemist, Golem, Philosopher's Stone, University, Bureaucrat, Market, Moat, Remodel, Witch,
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and Woodcutter
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Servants: Golem, Possession, Scrying Pool, Transmute, Vineyard, Conspirator, Great Hall, Minion, Pawn, and
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Steward
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Secret Research: Familiar, Herbalist, Philosopher's Stone, University, Bridge, Masquerade, Minion, Nobles, Shanty
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Town, and Torturer
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Pools, Tools, and Fools: Apothecary, Apprentice, Golem, Scrying Pool, Baron, Coppersmith, Ironworks, Nobles,
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Trading Post, and Wishing Well
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7 Coppers and 3 Estates.
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Recommended sets of 10 from Dominion:
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First Game: Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, Workshop
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Big Money: Adventurer, Bureaucrat, Chancellor, Chapel, Feast, Laboratory, Market, Mine, Moneylender,
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Throne Room
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Interaction: Bureaucrat, Chancellor, Council Room, Festival, Library, Militia, Moat, Spy, Thief, Village
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Size Distortion: Cellar, Chapel, Feast, Gardens, Laboratory, Thief, Village, Witch, Woodcutter, Workshop
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Village Square: Bureaucrat, Cellar, Festival, Library, Market, Remodel, Smithy, Throne Room, Village,
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Woodcutter
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Recommended sets of 10 from Intrigue:
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Victory Dance: Bridge, Duke, Great Hall, Harem, Ironworks, Masquerade, Nobles, Pawn, Scout, Upgrade
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Secret Schemes: Conspirator, Harem, Ironworks, Pawn, Saboteur, Shanty Town, Steward, Swindler,
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Trading Post, Tribute
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Best Wishes: Coppersmith, Courtyard, Masquerade, Scout, Shanty Town, Steward, Torturer, Trading Post,
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Upgrade, Wishing Well
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Deconstruction: Bridge, Mining Village, Remodel, Saboteur, Secret Chamber, Spy, Swindler, Thief,
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Throne Room, Torturer
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Hand Madness: Bureaucrat, Chancellor, Council Room, Courtyard, Mine, Militia, Minion, Nobles,
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Steward, Torturer
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Underlings: Baron, Cellar, Festival, Library, Masquerade, Minion, Nobles, Pawn, Steward, Witch
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:::Baron
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You are never obligated to discard an Estate, even if
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you have one in your hand. However, if you do not
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discard an Estate, you must gain an Estate (if there
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are any left); you cannot choose to just get +1 Buy
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from this Card.
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:::Bridge
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Costs are 1 coin lower for all purposes. For example, if
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you played Village, then Bridge, then Workshop, you
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could use Workshop to gain a Duchy (because Duchy now
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costs 4 Coins due to the Bridge). Then if you played 3 Coins,
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you could buy a Silver (for 2 Coins) and an Estate
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(for 1 coin). Cards in players' decks are also affected.
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The effect is cumulative; if you Throne Room a Bridge, all
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cards will cost 2 Coins less this turn. Costs never go below
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0 Coins. For this reason, if you play Bridge and then play
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Upgrade, you could trash a Copper (which still costs zero,
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even though you played Bridge) and gain a Pawn (which
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costs 1 after Bridge is played).
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:::Conspirator
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You evaluate whether or not Conspirator gives you +1 Card and
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+1 Action when you play it. Action cards played later in the
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turn do not change this evaluation. For the purposes of counting actions, if you
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Throne Room an Action, that's one Action of the Throne Room,
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one for the selected Action played the first time, and one for the
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selected Action played the second time. For example, if you
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play Throne Room on Conspirator, the first conspirator will be
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your second Action, and won't give you +1 Card or +1 Action,
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but the second Conspirator will be your third Action, and you
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will get +1 Card and +1 Action for that second Conspirator.
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Action - Victory cards are Actions.
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:::Coppersmith
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This just changes how much money you get when
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playing Copper. The effect is cumulative; if you use
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Throne Room on Coppersmith, each Copper that you
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play that turn will produce 3 coins.
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:::Courtyard
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You draw cards and add them to your hand before
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putting one back. The card you put on top of your
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deck can be any card in your new hand and doesn't
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have to be one of the 3 you just drew.
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:::Duke
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This does nothing until the end of the game, at which
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time it's worth 1 VP per Duchy you have. This
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counts all of your cards - your Discard pile and hand
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are part of your Deck at that point. During set-up,
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place 12 Dukes in the Supply for a 3- or 4- [or 5- or
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6-] player game and 8 in the Supply for a 2-player
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game.
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:::Great Hall
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This is both an Action card and a Victory card.
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When you play it, you draw a card and may play
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another Action. At the end of the game, it's worth 1
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VP, like an Estate. During set-up, place 12 Great
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Halls in the Supply for a 3- or 4- [or 5- or 6-] player
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game and 8 in the Supply for a 2-player game.
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:::Harem
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This is both a Treasure card and a Victory card. You
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can play it for 2 coins, just like a Silver card. At the
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end of the game, it's worth 2 VP. During set-up,
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place 12 Harems in the Supply for a 3- or 4- [or 5- or
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6-] player game and 8 in the Supply for a 2-player
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game.
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:::Ironworks
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The card you gain must be from the Supply and is
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put into your discard pile. You get a bonus
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depending on what type of card you gained. A card
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with 2 types gives you both bonuses; if you use
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Ironworks to gain a Great Hall, you will then draw a
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card (because Great Hall is a Victory card) and may
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play another Action (because Great Hall is an Action
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card). Costs of cards are affected by Bridge. [You
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cannot gain a card with Potion in the cost with
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Ironworks.]
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:::Masquerade
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First you draw 2 cards. Next, each player (all at the
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same time) chooses a card from his hand and places it
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face down on the table between him and the player to
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his left. The player to the left then puts that card into
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his hand. Cards are passed simultaneously, so you
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may not look at the card you are receiving until you
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have chosen a card to pass. Finally, you may trash a
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card from your hand. Only the player who played
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Masquerade may trash a card. This is not an Attack
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and cannot be responded to with Moat or Secret
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Chamber.
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:::Mining Village
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You must decide whether or not to trash Mining
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Village or not before moving on to other actions or
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other phases. You get a card and +2 Actions,
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whether you choose to trash it or not. If you trash it
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you also get +2 Coins. If you Throne Room a
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Mining Village, you cannot trash Mining Village
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twice. You will get +1 Card, +2 Actions, and +2
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Coins the first time you play it and trash it and when
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you play it the second time with the Throne Room
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you get +1 Card and +2 Actions but cannot trash it
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again.
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:::Minion
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You get +1 Action whichever option you choose.
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The options are +2 coins, or everything after that -
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discarding, drawing 4 cards, and other players
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discarding and drawing. A player who Moats this
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neither discards nor draws. Other players are only
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affected by this if they have 5 or more cards in hand.
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Other players can use Secret Chamber when you play
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Minion even if they do not have 5 or more cards in
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hand. [You make your choice on how to use Minion
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after other players are done revealing Reactions.]
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:::Nobles
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This is both an Action card and a Victory card.
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When you play it, you choose either to draw 3 cards
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or to get 2 more Actions to use; you cannot mix and
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match. At the end of the game, this is worth 2 VP.
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During set-up, place 12 Nobles in the Supply for a 3-
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or 4- [or 5- or 6-] player game and 8 in the Supply
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for a 2-player game.
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:::Pawn
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First pick any 2 of the 4 options. You cannot pick the
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same option twice. After picking both, do both, in
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either order. You may not choose to draw a card,
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look at the card drawn, and then make your second
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choice.
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:::Saboteur
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Each other player turns over the top cards of his deck until he
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reveals one costing 3 coins or more. If a player needs to shuffle
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to continue revealing cards, he does not shuffle in the already
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revealed cards. If he goes through all of his cards without
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||
finding a card costing 3 coins or more, he just discards
|
||
everything revealed and is done. If he does find a card costing
|
||
3 coins or more, he trashes it, and then may choose to gain a
|
||
card costing at most 2 coins less than the trashed card. For
|
||
example, if he trashed a card costing 5 coins, he may gain a card
|
||
costing up to 3 coins. The gained card must be from the Supply
|
||
and is put into his discard pile, as are his revealed cards. Costs
|
||
of cards are affected by Bridge.
|
||
:::Scout
|
||
If there are fewer than 4 cards left in your deck,
|
||
reveal all the cards in your deck, shuffle your discard
|
||
pile (which does not include currently revealed
|
||
cards), and then reveal the remainder needed. Action
|
||
- Victory cards are Victory cards. Curse cards are
|
||
not Victory cards. Take all revealed Victory cards
|
||
into your hand; you cannot choose to leave some on
|
||
top. You do not have to reveal the order that you put
|
||
the cards back in.
|
||
:::Secret Chamber
|
||
When you play this as an Action on your turn, you first discard any number of cards
|
||
from your hand, then get 1 coin per card you discarded. You may choose to discard
|
||
zero cards, but then you will get zero additional coins. The other ability does nothing
|
||
at that time as it is only used as a Reaction. When someone else plays an Attack
|
||
card, you may reveal Secret Chamber from your hand. If you do, first you draw 2
|
||
cards, then you put at 2 cards from your hand on top of your deck (in any order). The
|
||
cards you put back do not have to be the ones you drew. You can put Secret
|
||
Chamber itself on top of your deck; it's still on your hand when you reveal it.
|
||
Revealing Secret Chamber happens prior to resolving what an Attack does to you.
|
||
For example, if another player plays Thief, you can reveal Secret Chamber, draw 2
|
||
cards, put 2 back, and then you resolve getting hit by the Thief. You can reveal
|
||
Secret Chamber whenever another player plays an Attack card, even if that Attack
|
||
would not affect you. Also, you can reveal more than one Reaction card in response
|
||
to an Attack. For example, after revealing the Secret Chamber in response to an
|
||
Attack and resolving the effect of the Secret Chamber, you can still reveal a Moat to
|
||
avoid the Attack completely.
|
||
:::Shanty Town
|
||
You get 2 more Actions to use no matter what else
|
||
happens. Then you must reveal your hand. If you
|
||
have no Action cards in hand, you draw 2 cards. If
|
||
the first card you draw is an Action card, you still
|
||
draw the second card. Action - Victory cards are
|
||
Action cards.
|
||
:::Steward
|
||
If you choose to trash 2 cards and have 2 or more
|
||
cards in your hand after playing the Steward, then
|
||
you must trash exactly 2 cards. You may choose to
|
||
trash 2 cards, even if you only have 1 card left in
|
||
your hand after playing the Steward; just trash the
|
||
remaining card in your hand. You cannot mix and
|
||
match - you either draw 2 cards, get 2 coins, or trash
|
||
2 cards.
|
||
:::Swindler
|
||
A player with no cards left in his Deck shuffles first; a player who
|
||
still has no cards does not trash a card or gain a card. If the order
|
||
matters (such as when piles are running low), resolve Swindler in
|
||
turn order starting with the player to your left. Gained cards go to
|
||
discard piles. If a player trashed a 0-cost card such as Copper, you
|
||
may choose to give him Curse (if there are any left). You can give
|
||
a player another copy of the same card he trashed. The gained cards
|
||
have to be ones from the Supply, and you have to pick a card that's
|
||
left if you can (you cannot pick an empty pile). If there are no cards
|
||
in the Supply with the same cost as a given player's trashed card, no
|
||
card is gained by that player. A player who Moats this does not
|
||
reveal a card from his deck, and so neither trashes a card nor gains a
|
||
card.
|
||
:::Torturer
|
||
Each other player chooses which option to suffer and then
|
||
suffers it. A player can choose to gain a Curse even when
|
||
there are no Curses left, in which case he doesn't gain
|
||
one; and a player can choose to discard 2 cards even if he
|
||
has no cards in hand or one card in hand (if he has one
|
||
card, he discards that single card). Gained Curses go to
|
||
the players' hands rather than their discard piles. If there
|
||
aren't enough Curses left for everybody, deal them around
|
||
in turn order starting with the player to your left. When
|
||
the order matters (such as with very few Curses left), each
|
||
player makes his decision of which fate to suffer in turn
|
||
order.
|
||
:::Trading Post
|
||
If you have 2 or more cards, you must trash exactly 2
|
||
cards and gain a Silver card. The gained Silver card
|
||
goes into your hand and can be spent the same turn.
|
||
If the Silver pile is empty, you do not gain a Silver
|
||
card (but still trash cards if possible). If you only
|
||
have one card left in your hand and you play Trading
|
||
Post, you trash the one remaining card but you do not
|
||
gain a Silver. If you have no cards left when you play
|
||
this, nothing happens.
|
||
:::Tribute
|
||
If the player after you has fewer than 2 cards left in his
|
||
deck, he reveals all the cards in his deck, shuffles his
|
||
discard pile (which does not include currently revealed
|
||
cards), and then reveals the remainder needed. The player
|
||
then discards the revealed cards. If the player after you
|
||
does not have enough cards to reveal 2, he reveals what he
|
||
can. You get bonuses for the types of cards revealed,
|
||
counting only the different cards. A card with 2 types
|
||
gives you both bonuses. So if the player to your left
|
||
reveals Copper and Harem, you get +4 Coins and +2
|
||
cards; if he reveals 2 Silvers, you just get +2 coins. Curse
|
||
produces no bonus.
|
||
:::Upgrade
|
||
Draw a card first. Then, you must trash a card from your hand
|
||
and gain a card costing exactly 1 coin more than the trashed
|
||
card. The gained card has to be a card in the Supply, and it goes
|
||
into your discard pile. If there are no cards available for that
|
||
cost, you do not get one (you still trashed a card though). If you
|
||
do not have a card in your hand to trash, you neither trash nor
|
||
gain a card. Card costs are affected by Bridge. Since Bridge
|
||
affects the costs of the card you trash and then card you gain, in
|
||
most cases the Bridge will have no net effect. But since cards
|
||
cannot go below zero in cost, a Bridge played before an Upgrade
|
||
would allow you to trash a Copper and gain an Estate.
|
||
:::Ambassador
|
||
First you choose and reveal a card from your hand.
|
||
You may place up to 2 copies of that card from your
|
||
hand back in the Supply. You may choose not to put
|
||
any of them back in the Supply. Then the other
|
||
players each gain a copy of it from the Supply. If the
|
||
pile for the chosen card runs out, some players may
|
||
not get one; cards are given out in turn order starting
|
||
with the next player. If you have no other cards in
|
||
hand when you play this, it does nothing.
|
||
:::Bazaar
|
||
You draw a card, get 2 more Actions to use, and get 1
|
||
more coin to spend this turn.
|
||
:::Caravan
|
||
Draw a card at the start of your next turn (not
|
||
before); Caravan itself is discarded during the Cleanup
|
||
phase of that subsequent turn.
|
||
:::Cutpurse
|
||
Other players must discard one and only one Copper.
|
||
If they do not have a Copper, they must reveal their
|
||
hand for all players to see.
|
||
:::Embargo
|
||
You can pick any pile in the supply. If multiple Embargo
|
||
cards are used to put Embargo tokens on the same pile, a
|
||
player gains a Curse card for every Embargo token when
|
||
they buy a card from that pile. You do not gain a Curse
|
||
card if you gain a card from an Embargoed pile without
|
||
buying it (for example, if you gain a card with
|
||
Smugglers). If you Throne Room an Embargo, you place
|
||
two Embargo tokens and they do not have to go on the
|
||
same Supply pile. If you run out of Embargo tokens, use
|
||
a suitable replacement to mark Embargoed piles. If there
|
||
are no Curses left, Embargo tokens do nothing.
|
||
:::Explorer
|
||
You don't have to reveal a Province if you have one.
|
||
If you do reveal one you gain a Gold, otherwise you
|
||
gain a Silver. The gained card comes from the supply
|
||
and is put into your hard; it can be spent the same
|
||
turn.
|
||
:::Fishing Village
|
||
You get a coin to spend and 2 more Actions to use
|
||
this turn. At the start of your next turn you get a coin
|
||
and only one more Action. This means you will be
|
||
able to play 2 Actions total on your next turn
|
||
(counting your normal Action). Leave this in front
|
||
of you until the Clean-up phase of your next turn.
|
||
:::Ghost Ship
|
||
The other players choose which cards they put on
|
||
their decks and in what order. This has no effect on
|
||
another player who already has only 3 cards in hand.
|
||
A player with no cards left in their deck does not
|
||
shuffle; the cards put back become the only cards in
|
||
their deck.
|
||
:::Haven
|
||
First draw a card; then choose a card from your hand
|
||
and set it aside, face down. Put the set aside card on
|
||
the Haven, to remind you what it's for. Other
|
||
players don't get to see what you put down. You
|
||
have to set aside a card; it's not optional. Haven and
|
||
the card stay there until the start of your next turn, at
|
||
which point you put the set aside card into your hand.
|
||
Haven itself is discarded during the Clean-up phase
|
||
of that subsequent turn.
|
||
:::Island
|
||
When you first take this card, take an Island player mat. Island is
|
||
both an Action card and a Victory card. Use 8 Islands in a 2 player
|
||
game, 12 Islands in a 3+ player game.
|
||
Island and the card set aside with it are set aside face up on the
|
||
Island player mat provided. They should not be shuffled back into
|
||
your deck when you shuffle your discard pile. They are returned to
|
||
your deck at the end of the game in order to calculate total victory
|
||
points. Island is worth 2 VP. If you have no other cards in hand
|
||
when you play Island, just set Island aside by itself. If you Throne
|
||
Room an Island, set aside the Island and a card from your hand,
|
||
then set aside another card from your hand. You may look through
|
||
the cards on your Island playing mat and other
|
||
players may ask to see them as well.
|
||
:::Lighthouse
|
||
You get an action and a coin this turn, but only a coin
|
||
next turn. Attack cards played by other players don't
|
||
affect you, even if you want them to. You could
|
||
reveal Secret Chamber in order to draw 2 cards and
|
||
put 2 cards from your hand back on top of your deck
|
||
when an Attack card is played, and you will still not
|
||
suffer from the Attack card. You do still gain the
|
||
benefits (like +Cards) of Attack cards you play on
|
||
your turn. Lighthouse is discarded during the Cleanup
|
||
phase of your next turn.
|
||
:::Lookout
|
||
If you do not have 3 cards to look at from the top of your
|
||
deck, look at as many as you can and then shuffle your
|
||
discard pile to look at the remaining cards. You should
|
||
look at all 3 cards before deciding which to trash, which
|
||
card to discard, and which card to put back on top of your
|
||
deck. If the 3 cards you look at are the last 3 cards in your
|
||
deck, the card you put back on top of your deck will be the
|
||
only card left in your deck. If you have less than 3 cards
|
||
to look at, even after shuffling, then you must follow the
|
||
instructions on the card in order. If you only have one
|
||
card to look at, you must trash it. If you have 2 cards to
|
||
look at, you must trash one and discard one.
|
||
:::Merchant Ship
|
||
You get 2 coins to spend this turn, and 2 more on
|
||
your next turn. Leave this in front of you until the
|
||
Clean-up phase of your next turn.
|
||
:::Native Village
|
||
When you first gain one of these, take a Native Village player
|
||
mat to put cards from this on. When you play Native Village,
|
||
either take all of the set aside cards from your Native Village
|
||
player mat and put them into your hand, or set aside the top
|
||
card of your deck face down (shuffling first if needed) on the
|
||
Native Village player mat. You may choose either option
|
||
even if you have no cards on your mat or no cards in your
|
||
deck. You may look at the cards on your Native Village
|
||
player mat at any time. At the end of the game, any cards
|
||
still on your mat return to your deck for scoring. Native
|
||
Village itself does not get set aside; it goes to your discard
|
||
pile during the Clean-up phase.
|
||
:::Navigator
|
||
You discard all 5 cards or none of them. If you don't
|
||
discard them, put them back in any order. If there
|
||
aren't 5 cards left in your deck, look at as many as
|
||
you can, then shuffle your discard pile (not including
|
||
the cards you are currently looking at), and look at
|
||
the rest. If there still aren't 5, you just look at
|
||
however many are left, and put them back or discard
|
||
them.
|
||
:::Outpost
|
||
The extra turn is completely normal except that your
|
||
starting hand for it is only 3 cards. This means that you
|
||
only drew 3 cards instead of 5 cards during the Clean-up
|
||
phase of the turn when you played Outpost. Leave
|
||
Outpost in front of you until the end of the extra turn. If
|
||
you play Outpost as well as a "Now and at the start of your
|
||
next turn" card, such as Merchant Ship, the turn from
|
||
Outpost will be that next turn, so you'll get those coins
|
||
then. If you manage to play Outpost twice in one turn, you
|
||
will still only get one extra turn. If you play Outpost
|
||
during an extra turn, it won't give you another turn.
|
||
:::Pearl Diver
|
||
Draw a card before you look at the bottom card of
|
||
your deck. If placing the card on top of your deck,
|
||
be sure not to look at the next card on the bottom of
|
||
your deck while moving the card. If you have no
|
||
cards left when it's time to look at the bottom, you
|
||
shuffle first.
|
||
:::Pirate Ship
|
||
When you first take this card, take a Pirate Ship player mat. If you use the Pirate Ship
|
||
to trash treasures, a player with just one card left reveals that last card and then
|
||
shuffles to get the other card to reveal (without including the revealed card); a player
|
||
with no cards left shuffles to get both of them. A player who still doesn't have two
|
||
cards to reveal after shuffling just reveals what he can. Each player trashes one
|
||
Treasure card at most, of the attacker's choice from the two revealed cards. As long
|
||
as you trashed at least one Treasure card in this way, place a Coin token on your Pirate
|
||
Ship player mat. You can't get more than one Coin token each time you play Pirate
|
||
Ship, no matter how many treasures it trashes. If you choose not to try to trash
|
||
treasures from the other players, the Pirate Ship is worth one coin for each Coin token
|
||
on your Pirate Ship player mat. The Coin tokens are cumulative, so after you have
|
||
used your Pirate Ships to trash coins 3 times (and you trash at least one Treasure card
|
||
each time), any Pirate Ship you play could be worth 3 coins. Pirate Ship is an Action-
|
||
Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship
|
||
for the coin value. [You make your choice on how to use Pirate Ship after other
|
||
players are done revealing Reactions.]
|
||
:::Salvager
|
||
If you have at least one card in your hand, then you
|
||
must trash one. If you don't have a card in hand left
|
||
to trash, you get no coins, but still get the +1 Buy.
|
||
:::Sea Hag
|
||
A player with no cards left in his deck shuffles first in
|
||
order to get a card to discard. If he still has no cards,
|
||
he doesn't discard one. A player discarding his last
|
||
card to this has the gained Curse become the only
|
||
card in his deck. If there aren't enough Curses left to
|
||
go around, deal them out in turn order, starting with
|
||
the player to the left of the player who played Sea
|
||
Hag.
|
||
:::Smugglers
|
||
This looks at the most recent turn of the player to your right,
|
||
even if you've taken multiple turns in a row. If that player
|
||
gained no cards, or nothing costing 6 or less, then Smugglers
|
||
does nothing. If that player gained multiple cards costing 6 or
|
||
less, you choose which one to gain a copy of. Gained cards
|
||
must come from the supply. They can be any card gained,
|
||
whether bought or otherwise gained; you can even gain a card
|
||
that the previous player gained with Smugglers. If the previous
|
||
player gained a card via Black Market, you will not be able to
|
||
gain a copy of it (no copies of it in the supply.) This
|
||
is not an Attack; Lighthouse and Moat can't stop it. You
|
||
cannot gain cards with Potion in the cost with Smugglers.
|
||
:::Tactician
|
||
You wait until the start of your next turn to draw the 5
|
||
extra cards; you don't draw them at the end of the turn you
|
||
played Tactician. Tactician stays out in front of you until
|
||
the Clean-up phase of your next turn. Because you must
|
||
discard at least one card in order to gain the bonuses from
|
||
tactician, it is not possible to Throne Room a Tactician to
|
||
get +10 cards, +2 Buys, and +2 Actions. You will have to
|
||
discard all of your cards with the first Tactician and you
|
||
will not have cards left in your hand to trigger the card
|
||
drawing or the extra Buy or the extra Action when you
|
||
play Tactician for the second time.
|
||
:::Treasure Map
|
||
You can play this without another Treasure Map in your
|
||
hand; if you do, you trash this and gain nothing. You
|
||
have to actually trash two copies of Treasure Map to gain
|
||
the Golds; so for example if you Throne Room a Treasure
|
||
Map, with two more Treasure Maps in hand, then the first
|
||
time Treasure Map resolves you trash it and another one
|
||
and gain 4 Golds, and the second time it resolves you
|
||
trash your other Treasure Map but gain nothing (since you
|
||
didn't actually trash the played Treasure Map that time).
|
||
If there aren't enough Gold cards left, just gain what you
|
||
can. The gained Golds go on top of your Deck. If your
|
||
deck was empty they become the only cards in it.
|
||
:::Treasury
|
||
If you buy multiple cards and at least one of them is a
|
||
Victory card, then none of your Treasuries can be put on
|
||
top of your deck. If you played multiple Treasuries and
|
||
did not buy a Victory card this turn, then you can put
|
||
any or all of the played Treasuries on top of your deck.
|
||
If you forget and discard a Treasury to your discard pile,
|
||
then essentially you have chosen not to use the optional
|
||
ability. You may not dig through your discard pile to
|
||
retrieve it later. Gaining a Victory card without buying
|
||
it, such as with Smugglers, does not stop you from
|
||
putting Treasury on top of your deck.
|
||
:::Warehouse
|
||
If you do not have 3 cards to draw in your deck, draw
|
||
as many as you can, shuffle your discard pile, and
|
||
draw the remaining cards. If you are still not able to
|
||
draw 3 cards, draw as many as you can. You will
|
||
still need to discard 3 cards if you can, even if you
|
||
couldn't draw 3. You may discard any combination
|
||
of cards that you just drew with the Warehouse or
|
||
cards that were previously in your hand.
|
||
:::Wharf
|
||
You draw 2 cards and get an extra Buy this turn, and
|
||
then draw 2 more cards and get another extra Buy at
|
||
the start of your next turn. You don't draw your extra
|
||
2 cards for the next turn until that turn actually starts.
|
||
Leave this in front of you until the Clean-up phase of
|
||
your next turn.
|
||
:::Wishing Well
|
||
First you draw your card. 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 in your
|
||
hand. If you do not name the right card, you put the
|
||
revealed card back on top.
|
||
:::Potion
|
||
This is a basic Treasure card. It costs 4 Coins and produces Potion. It is
|
||
not a Kingdom card.
|
||
|
||
After you choose 10 Kingdom cards for the Supply, if any of them have
|
||
Potion in the cost, add the Potion pile to the Supply. Also add the
|
||
Potion pile if you are using the promotional card Black Market, and the
|
||
Black Market deck includes at least one card with Potion in the cost. If
|
||
you don't have any cards with Potion in the cost in the Supply or the
|
||
Black Market deck, do not use the Potion pile in this game.
|
||
When you have a Potion pile, put all 16 Potions in it, no matter how
|
||
many players there are. In games using this pile, if the pile becomes
|
||
empty, that will count towards the game ending condition.
|
||
:::Black Market
|
||
Black Market allows you to Buy a card during the Action phase. You can use coins provided by other
|
||
Action cards played earlier in the Action phase and you can also play Treasure cards from your hand to
|
||
pay the cost of the bought card. The Treasure cards are played to the table in your play area, just as you
|
||
would during the Buy phase. You may play more Treasure cards than are required for the purchase; the
|
||
extra coins from Action cards and Treasure cards are available to use during your Buy phase. You may
|
||
even play Treasure cards without Buying a card. You may not reuse coins already spent during a turn. A
|
||
card bought during the Action phase does not count as a card bought in your Buy phase, so you do not
|
||
need an action card giving you +1 Buy to still buy a card during your normal Buy phase.
|
||
The Black Market deck, created before game start, is made up of Kingdom cards that are not in the Supply of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply). It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates. All players can see which cards are placed in the Black Market deck before the game begins, at which point the deck is shuffled. This deck is not a Supply pile and if it is emptied, it does not count towards
|
||
the end game conditions.
|
||
If you play Black Market and the Black Market deck is empty, you cannot buy a card but you still get +2
|
||
Coins. If you play Black Market and choose not to buy one of the three cards from the Black Market deck,
|
||
you still get +2 Coins.
|
||
:::Envoy
|
||
If you do not have 5 cards in your deck, reveal as
|
||
many as you can and shuffle your discard pile to
|
||
reveal the rest. The player to your left then chooses
|
||
one of the revealed cards for you to discard and then
|
||
you draw the rest. If you do not have enough cards
|
||
left to reveal 5 cards, even after shuffling, reveal as
|
||
many as you can. The opponent to your left still
|
||
discards one card before you draw the rest.
|
||
:::Alchemist
|
||
When you play this, you draw two cards and may play an
|
||
additional Action card this turn. In the Clean-up Phase,
|
||
when you discard this, if you have at least one Potion card
|
||
in play, you may put Alchemist on top of your deck. This
|
||
is optional and happens before drawing your new hand. If
|
||
you have no cards in your deck when you do this,
|
||
Alchemist becomes the only card in your deck. If you
|
||
have multiple Alchemists and a Potion, you can put any or
|
||
all of the Alchemists on top of your deck. You don't have
|
||
to have used the Potion to buy anything, you only need to
|
||
have played it.
|
||
:::Apothecary
|
||
You draw a card first. Then reveal the top four cards,
|
||
put the Coppers and Potions into your hand, and put the
|
||
rest back on top of your deck. If there aren't four cards
|
||
left in your deck, reveal what you can and shuffle to get
|
||
the rest. If there still aren't enough cards, just reveal
|
||
what there is. Any cards that are not Copper and are not
|
||
Potion go back on top of your deck in an order your
|
||
choose. You cannot choose not to take all of the
|
||
Coppers and Potions. If after revealing four cards there
|
||
are no cards left in your deck, the cards you put back
|
||
will become the only cards in your deck.
|
||
:::Apprentice
|
||
If you do not have any cards left in hand to trash, you
|
||
do not draw any cards. If you trash a card costing 0
|
||
coins, such as Curse or Copper, you do not draw any
|
||
cards. Otherwise you draw a card per Coin the card
|
||
you trashed cost, and another two cards if it had
|
||
Potion in its cost. For example, if you trash a Golem,
|
||
which costs 4 Coins and 1 Potion, you draw 6 cards.
|
||
:::Familiar
|
||
If there aren't enough Curses left to go around when
|
||
you play Familiar, you deal them out in turn order,
|
||
starting with the player to your left. If you play
|
||
Familiar with no Curses remaining, you will still get
|
||
+1 Card and +1 Action. A player gaining a Curse
|
||
puts it face-up into his Discard pile.
|
||
:::Golem
|
||
Reveal cards from the top of your deck, one at a time, until you
|
||
have revealed two Action cards that are not Golem. If you run
|
||
out of cards before revealing two non-Golem Actions, shuffle
|
||
your discard pile (but not the revealed cards) and continue. If
|
||
you run out and have no discard pile left either, you just get the
|
||
Actions you found. Discard all of the revealed cards except for
|
||
the non-Golem Actions you found. If you did not find any,
|
||
you're done. If you found one, play it. If you found two, play
|
||
them both, in either order. You cannot choose not to play one
|
||
of them. These Action cards are not in your hand and so are
|
||
unaffected by things that look for cards in your hand. For
|
||
example, if one of them is Throne Room (from Dominion), you
|
||
cannot use it on the other one.
|
||
:::Herbalist
|
||
You get an extra coin to spend this turn, and
|
||
may buy an additional card in your Buy phase. When you
|
||
discard this from play (usually during Clean-up), you may
|
||
choose a Treasure card you have in play, and put that card on
|
||
your deck. If you have no cards in your deck, that Treasure will
|
||
become the only card in your deck. You choose what order to
|
||
discard cards during Clean-up; so, for example, if you have
|
||
Herbalist, Potion, and Alchemist in play, you could choose to
|
||
discard Alchemist first, putting it on top of your deck, then
|
||
discard Herbalist, and put Potion on top of your deck. If you
|
||
have multiple Herbalists in play, each one will let you put
|
||
another Treasure from play onto your deck.
|
||
:::Philosopher's Stone
|
||
This is a Treasure card. It is a Kingdom card; it will only be in games where it
|
||
is randomly dealt out as one of the 10 Kingdom cards, or otherwise selected to
|
||
be one of them. It is played during your Buy phase, like other Treasure cards.
|
||
When you play it, count the number of cards in your deck and discard pile
|
||
combined, divide by 5, and round down. That is how many coins this produces
|
||
for you. Once played, the amount of coins you get does not change even if the
|
||
number of cards changes later in the turn. The next time you play it, count
|
||
again. If you play multiple copies, obviously the number will be the same for
|
||
all of them. It does not matter what order your discard pile is in, but the order
|
||
your deck is in matters. Do not change that order while counting! You will get
|
||
to look through your discard pile as you count it. You only get to count your
|
||
deck and discard pile, not your hand or cards in play or set aside cards. You
|
||
cannot play more Treasures after buying something in your buy phrase; so for
|
||
example you cannot buy a card, then play Philosopher's Stone, then buy another
|
||
card.
|
||
:::Possession
|
||
You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you
|
||
making the decisions and gaining the cards. This is a crucial difference to keep in mind when considering
|
||
card interactions - the "you" in all cards still refers to the player being Possessed, not the player doing the
|
||
Possessing. Possession has several pieces to it:
|
||
-You can see the Possessed player's cards for the entire turn, which means you will see his next hand during
|
||
Clean-up. You will also see any cards he is entitled to see due to card rules; for example, you can look at
|
||
cards he has set aside with Native Village (from Seaside). You can count any cards he can count.
|
||
-Any cards the Possessed player would have gained in any way, you gain instead; this includes cards
|
||
bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if
|
||
they would have gone to that player's hand or the top of his deck or somewhere else. You only gain cards
|
||
he would have; you do not gain tokens he would have (for example from the Seaside card Pirate Ship).
|
||
-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.
|
||
-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.
|
||
[Continued on blank tab]
|
||
:::Scrying Pool
|
||
First you reveal the top card of each player's deck, and either have them
|
||
discard it or have them put it back. After you finish making those
|
||
decisions, reveal cards from the top
|
||
of your deck until you reveal a card that isn't an Action card. If you run
|
||
out of cards without revealing an Action card, shuffle your discard pile and
|
||
keep going. If you have no discard pile left either, stop there. Put all of the
|
||
revealed Action cards into your hand, plus that first non-Action you
|
||
revealed. If the very first card you revealed was not an Action, that card
|
||
goes into your hand. Cards with multiple types, one of which is Action, are
|
||
Actions. The only cards that go into your hand are the ones revealed as
|
||
part of the revealing cards until finding a non-Action; you do not get
|
||
discarded cards from the first part of what Scrying Pool did, or cards from
|
||
other players' decks.
|
||
:::Transmute
|
||
If you have no cards left in hand to trash, you do not
|
||
get anything. If you trash a Curse to this, you do not
|
||
get anything - Curse is not an Action card or Victory
|
||
card or Treasure card. If you trash a card with more
|
||
than one type, you get each applicable thing. For
|
||
example, if you trash an Action-Victory card (such as
|
||
Nobles, from Intrigue), you gain both a Duchy and a
|
||
Gold. Gained cards come from the Supply and go to
|
||
your discard pile. If there are no appropriate cards
|
||
left to gain, you don't gain those cards.
|
||
:::University
|
||
Gaining an Action card is optional. If you choose to
|
||
gain one, it comes from the Supply, must cost no
|
||
more than 5 coins, and goes to your discard pile.
|
||
Cards with multiple types, one of which is Action,
|
||
are Actions and can be gained this way. Cards with
|
||
Potion in their cost can't be gained by this.
|
||
:::Vineyard
|
||
This Kingdom card is a Victory card, not an Action
|
||
card. It does nothing until the end of the game, when
|
||
it is worth 1 victory point per 3 Action cards in your
|
||
Deck (counting all of your cards - your Discard pile
|
||
and hand are part of your Deck at that point). Round
|
||
down; if you have 11 Action cards, Vineyard is worth
|
||
3 victory points. During set-up, put all 12 Vineyards
|
||
in the Supply for a game with 3 or more players, but
|
||
only 8 in the Supply for a 2-player game. Cards with
|
||
multiple types, one of which is Action, are Actions
|
||
and so are counted by Vineyard.
|
||
:::Bank
|
||
This is a Treasure worth a variable amount. When
|
||
you play Bank, it is worth 1 coin per Treasure you
|
||
have in play, counting itself. Remember, you choose
|
||
what order to play Treasure cards. If you play Bank
|
||
with no other Treasures in play, it is worth 1 coin. If
|
||
you play two copies of Bank in a row, the one you
|
||
play second will be worth 1 coin more than the first
|
||
one. Bank produces money right when you play it;
|
||
things that happen later in the turn will not change
|
||
how much money you got from it.
|
||
:::Bishop
|
||
[When a player takes VP tokens, he takes a player mat to put them on. VP
|
||
tokens are not private and anyone can count them. VP tokens come in 1 VP and
|
||
5 VP denominations and players can make change as needed. Tokens are
|
||
unlimited and if they run out, use something else to track any further tokens. At
|
||
the end of the game, players add the total value of their VP tokens to their score.]
|
||
Trashing a card is optional for the other players but mandatory for you.
|
||
You trash a card, then each other player may trash a card, in turn order. Only the
|
||
player who played Bishop can get VP tokens from it. Potion in costs is
|
||
ignored, for example if you trash Golem (from Alchemy) which costs 4
|
||
coins 1 potion, you get 3 VP tokens total (counting the 1 VP you always
|
||
get from Bishop). If you have no cards left in your hand to trash, you
|
||
still get the 1 coin and 1 VP token.
|
||
:::City
|
||
You draw a card and can play two more Actions no matter
|
||
what. If there is just one empty pile in the Supply, you
|
||
also draw another card. If there are two or more empty
|
||
piles, you both draw another card, and get 1 coin to spend
|
||
and an extra Buy to use in the Buy phase. There are no
|
||
further bonuses if three or more piles are empty. This
|
||
only checks how many piles are empty when you play it;
|
||
if piles become empty later in the turn, you do not go back
|
||
and get the bonuses. If a pile stops being empty due to
|
||
cards being returned to it, such as with the Seaside card
|
||
Ambassador, Cities played after that will not count that
|
||
pile as empty. An empty trash pile does not count for this.
|
||
:::Contraband
|
||
This is a Treasure worth 3 coins, like Gold. When you play it, you
|
||
get +1 Buy, the player to your left names a card, and you cannot
|
||
buy the named card this turn. This does not stop you from gaining
|
||
the card in ways other than buying it (such as via Hoard). He does
|
||
not have to name a card in the Supply. If you play multiple
|
||
Contrabands in one turn, the player to your left names a card each
|
||
time; if he names different cards, you cannot buy any of the named
|
||
cards this turn. You can play Treasures in any order, and you
|
||
resolve this ability right when you play it, before playing any
|
||
further Treasure cards. Note that once you buy a card in the Buy
|
||
phase, you cannot play more Treasures. The number of cards left in
|
||
a player's hand is public information; you can ask whenever you
|
||
want to know it (for example, when that player plays Contraband).
|
||
:::Counting House
|
||
This card lets you look through your discard pile,
|
||
something you normally are not allowed to do. You
|
||
only get to look through your discard pile when you
|
||
play this. You do not have to show the other players
|
||
your entire discard pile, just the Coppers you take
|
||
out. After you take out the Coppers, you can leave
|
||
the cards in your discard pile in any order.
|
||
:::Expand
|
||
This is not in your hand after you play it, so you
|
||
cannot trash it as the card trashed. The card you gain
|
||
can cost up to 3 coins more than the trashed card, but
|
||
it can also cost any smaller amount, even less than the
|
||
cost of the trashed card. You can trash a card and
|
||
gain a copy of the same card. If you have no card in
|
||
hand to trash, you do not gain a card. The card you
|
||
gain comes from the Supply and is put into your
|
||
discard pile.
|
||
:::Forge
|
||
"Any number" includes zero. If you trash no cards,
|
||
you have to gain a card costing 0 coins if you can.
|
||
This is different from how cards like Expand work if
|
||
you do not trash anything, because Forge looks at the
|
||
total, not at any one card's cost. If there is no card at
|
||
the required cost, you do not gain a card. The card
|
||
you gain comes from the Supply and is put into your
|
||
discard pile. Potion symbols (on cards from
|
||
Alchemy) are not added, and the card you gain
|
||
cannot have a potion symbol in its cost.
|
||
:::Goons
|
||
[When a player takes VP tokens, he takes a player mat to put them on. VP
|
||
tokens are not private and anyone can count them. VP tokens come in 1 VP and
|
||
5 VP denominations and players can make change as needed. Tokens are
|
||
unlimited and if they run out, use something else to track any further tokens. At
|
||
the end of the game, players add the total value of their VP tokens to their score.]
|
||
You get 1 VP token for each card you buy, but do not get a
|
||
VP token for gaining a card some other way. Multiple
|
||
copies of Goons are cumulative; if you have two Goons in
|
||
play and buy a Silver, you get 2 VP tokens. However if
|
||
you King's Court a Goons, despite having played the card
|
||
3 times, there is still only one copy of it in play, so buying
|
||
Silver would only get you 1 VP token.
|
||
:::Grand Market
|
||
You do not have to play all of the Treasures in your hand
|
||
in your Buy phase. Coppers in your hand do not stop you
|
||
from buying Grand Market - only Coppers in play do.
|
||
Coppers that were in play earlier in the turn but are not
|
||
anymore also don't stop you; if you have 11 Coppers in
|
||
play and 2 Buys, you could buy a Mint, trash all of your
|
||
played Treasures, and then buy a Grand Market. You can
|
||
gain Grand Market other ways - for example with Expand
|
||
- whether or not you have Coppers in play. Treasures
|
||
other than Copper do not prevent you from buying Grand
|
||
Market, even if they are worth 1 coin (such as Loan).
|
||
:::Hoard
|
||
This is a Treasure worth 2 coins, like Silver. When you buy a
|
||
Victory card with this in play, you gain a Gold card from the
|
||
Supply, putting it into your discard pile. If there are no Golds
|
||
left, you do not get one. If you have multiple Hoards in play,
|
||
you will gain multiple Golds from buying a single one. So
|
||
for example if you had two Hoards in play and no other
|
||
money, with +1 Buy, you could buy two Estates and gain
|
||
four Golds. Victory cards include cards that are other types
|
||
as well, such as Nobles and Harem in Intrigue. You gain a
|
||
Gold even if you use Watchtower to immediately trash the
|
||
Victory card you gained. Victory cards gained other than by
|
||
buying them do not get you Gold.
|
||
:::King's Court
|
||
This is similar to Throne Room (from Dominion), but plays the Action
|
||
three times rather than twice. You pick another Action card in your
|
||
hand, play it, play it again, and play it a third time. This does not use
|
||
up any extra Actions you were allowed to play due to cards like
|
||
Worker's Village - King's Court itself uses up one Action and that is
|
||
it. You cannot play any other cards in between resolving the King's
|
||
Court-ed Action card multiple times, unless that Action card
|
||
specifically tells you to (such as King's Court itself does). If you
|
||
King's Court a King's Court, you will play three different Actions after
|
||
that, playing each one of them three times - you do not play one
|
||
Action nine times. If you King's Court a card that gives you +1
|
||
Action, such as Grand Market, you will end up with 3 Actions left
|
||
afterwards.
|
||
:::Loan
|
||
This is a Treasure worth 1 coin, like Copper. When you
|
||
play it, you reveal cards from the top of your deck until
|
||
revealing a Treasure card, and then you decide whether
|
||
to trash that card or discard it. Then you discard all of
|
||
the other revealed cards. If you run out of cards before
|
||
revealing a Treasure, shuffle your discard pile (but not
|
||
the revealed cards) to get more; if you still do not find a
|
||
Treasure, just discard all of the revealed cards.
|
||
Remember that you can play Treasures in any order in
|
||
the Buy phase and can choose not to play some of your
|
||
Treasures if you want.
|
||
:::Mint
|
||
When you buy this, you trash all of your Treasure cards in play. You do
|
||
not trash Treasure cards in your hand or elsewhere; just the ones in play, if
|
||
any. If you buy multiple cards in a turn, trash your Treasures right when
|
||
you buy Mint; you still have any leftover coins they produced for spending
|
||
on something else. Remember you do not have to play all of the Treasures
|
||
from your hand each turn (just all the ones you want producing money for
|
||
you). You do not get additional chances to play Treasure cards between
|
||
buys in the Buy phase; first you play Treasures, then you buy cards. When
|
||
you play Mint, you reveal a Treasure card from your hand and gain a copy
|
||
of it from the Supply. The gained card goes into your discard pile. The
|
||
revealed card stays in your hand. The Treasure card can also have other
|
||
types, like Harem (from Intrigue). If you buy a Mint and use Watchtower
|
||
to put it on top of your deck or trash it, you still trash all of your Treasures
|
||
from play. However, if you buy a Mint with Royal Seal in play, the Royal
|
||
Seal will be gone before you can use it to put Mint on your deck.
|
||
:::Monument
|
||
[When a player takes VP tokens, he takes a player
|
||
mat to put them on. VP tokens are not private and
|
||
anyone can count them. VP tokens come in 1 VP and
|
||
5 VP denominations and players can make change as
|
||
needed. Tokens are unlimited and if they run out, use
|
||
something else to track any further tokens. At the end
|
||
of the game, players add the total value of their VP
|
||
tokens to their score.]
|
||
:::Mountebank
|
||
This hits the other players in turn order when that matters (such
|
||
as when the Curse or Copper pile is low). Each of the other
|
||
players in turn chooses whether or not to discard a Curse card
|
||
from his hand, and if he does not, gains a Curse and a Copper
|
||
from the Supply, putting them into his discard pile. If either the
|
||
Curse or Copper pile is empty, he still gains the other one. If
|
||
both are empty, he does not gain either, but can still discard
|
||
Curse if he wants to. A player using Moat (from Dominion) on
|
||
this may not discard a Curse, and doesn't gain a Curse or
|
||
Copper - you cannot Moat just part of the attack. A player
|
||
using Watchtower on this can use it just to trash the Curse, just
|
||
to trash the Copper, or to trash both.
|
||
:::Peddler
|
||
Most of the time, this costs 8 coins. During Buy
|
||
phases, this costs 2 coins less per Action card you
|
||
have in play. This cost applies to all Peddler cards,
|
||
including ones in hands and decks. It never costs less
|
||
than 0 coins. If you play King's Court on Worker's
|
||
Village, for example, that is just two Action cards
|
||
you have in play, even though you played the
|
||
Worker's Village three times. Buying cards using the
|
||
promotional card Black Market is something that
|
||
does not happen during a Buy phase, so Peddler still
|
||
costs 8 coins then.
|
||
:::Quarry
|
||
This is a Treasure worth 1 coin, like Copper. While it is
|
||
in play, Action cards cost 2 coins less, to a minimum of 0
|
||
coins. It is cumulative; if you play two Quarries during
|
||
your Buy phase, then King's Court will only cost 3 coins,
|
||
rather than the usual 7 coins. It affects the costs of cards
|
||
that are Actions plus another type, such as Nobles (an
|
||
Action - Victory card in Intrigue). It is also cumulative
|
||
with other effects that modify costs; if you play Worker's
|
||
Village in your Action phase, then two Quarries in your
|
||
Buy phase, Peddler will cost 2 coins. It affects the costs
|
||
of cards everywhere, such as cards in players' hands.
|
||
:::Rabble
|
||
The other players shuffle if necessary to get 3 cards
|
||
to reveal, and just reveal what they can if they still
|
||
have fewer than 3 cards. They discard revealed
|
||
Treasures and Actions and put the rest back on top in
|
||
whatever order they want. Cards with more than one
|
||
type match all of their types; for example if a player
|
||
reveals Nobles from Intrigue, it is an Action -
|
||
Victory card, which means it is an Action, so he
|
||
discards it.
|
||
:::Royal Seal
|
||
This is a Treasure worth 2 coins, like Silver. If you
|
||
gain multiple cards with this in play, this applies to
|
||
each of them - you could put any or all of them on top
|
||
of your deck. If you use this ability and there are no
|
||
cards left in your deck, you do not shuffle; the card you
|
||
gained becomes the only card in your deck. Royal Seal
|
||
applies to all cards you gain while it is in play, whether
|
||
bought or gained other ways. If you play the Alchemy
|
||
card Possession, and during the extra turn you have the
|
||
possessed played play Royal Seal, he cannot put the
|
||
card on his deck - he is not gaining the card, you are.
|
||
:::Talisman
|
||
This is a Treasure worth 1 coin, like Copper. Each time you buy a non-Victory
|
||
card costing 4 coins or less with this in play, you gain another copy of the bought
|
||
card. If there are no copies left, you do not gain one. The gained card comes
|
||
from the Supply and goes into your discard pile. If you have multiple
|
||
Talismans, you gain an additional copy for each one; if you buy multiple cards
|
||
for 4 coins or less, Talisman applies to each one. For example if you have two
|
||
Talismans, four Coppers, and two Buys, you could Buy Silver and Trade Route,
|
||
gaining two more Silvers and two more Trade Routes. Talisman only affects
|
||
buying cards; it does not work on cards gained other ways, such as with Expand.
|
||
A card if a Victory card if Victory is any of its types; for example Great Hall
|
||
from Intrigue is an Action - Victory card, so it is a Victory card. Talisman only
|
||
cares about the cost of the card when you buy it, not its normal cost; so for
|
||
example it can get you a Peddler if you have played two Actions this turn, thus
|
||
lowering Peddler's cost to 4 coins, or can get you a Grand Market if you played
|
||
Quarry. [You may not choose to not gain the additional card from Talisman;
|
||
you must gain an additional one for each Talisman in play if possible.]
|
||
:::Trade Route
|
||
You get an additional Buy to use in your Buy phase. You get +1 coin per token on
|
||
the Trade Route mat. Then you trash a card from your hand. If you have no cards
|
||
left in hand, you do not trash one. The amount you get from Trade Route is the same
|
||
as +1 coin per Victory card pile that a card has been gained from this game. If
|
||
Victory cards have been gained from outside the Supply piles, for example using the
|
||
promotional card Black Market, then this does not count those. Put a coin token on
|
||
each Victory card pile at the start of the game. When a card is gained from a Victory
|
||
card pile, move its token onto the Trade Route mat. So for example if this game
|
||
includes the Intrigue card Harem, and so far Harem and Duchy have been bought, but
|
||
no one has bought (or otherwise gained) Estate or Province or Colony, then Trade
|
||
Route makes 2 coins. It does not matter who gained the cards or how they gained
|
||
them. You do not get any extra money if a pile has had multiple cards gained from it
|
||
or is empty; all that matters is if at least one card has been gained from it. It does not
|
||
matter if cards have been returned to a pile, such as with Ambassador from Seaside;
|
||
Trade Route only cares if a card was ever gained from the pile this game. If you are
|
||
using Black Market and Trade Route is in the Black Market deck, put tokens on
|
||
Victory card piles at the start of the game.
|
||
:::Vault
|
||
"Any number" includes zero. You draw cards first;
|
||
you can discard the cards you just drew. Each other
|
||
player chooses whether or not to discard 2 cards, then
|
||
discards 2 cards if he chose to, then draws a card if he
|
||
did discard 2 cards. If one of the other players has
|
||
just one card, he can choose to discard it, but will not
|
||
draw a card. Another player who discards but then
|
||
has no cards left to draw shuffles in the discards
|
||
before drawing.
|
||
:::Venture
|
||
This is a Treasure card worth 1 coin, like Copper. When you
|
||
play it, you reveal cards from your deck until revealing a
|
||
Treasure card. If you run out of cards before revealing a
|
||
Treasure, shuffle your discard pile (but not the revealed
|
||
cards) to get more; if you still do not find a Treasure, just
|
||
discard all of the revealed cards. If you do find a Treasure,
|
||
discard the other cards and play the Treasure. If that
|
||
Treasure does something when played, do that something.
|
||
For example if Venture finds you another Venture, you
|
||
reveal cards again. Remember that you choose what order to
|
||
play Treasure cards; for example if you have both Venture
|
||
and Loan in hand, you can play either one first.
|
||
:::Watchtower
|
||
When you play this, you draw cards one at a time until you have 6 cards in hand. If you
|
||
have 6 or more cards in hand already, you do not draw any cards. When you gain a card,
|
||
even on someone else's turn, you may reveal Watchtower from your hand, to either trash the
|
||
gained card or put it on top of your deck. You may reveal Watchtower each time you gain a
|
||
card; for example if another player plays Mountebank, you may use Watchtower to trash
|
||
both the Curse and Copper, or to trash the Curse and put the Copper on top of your deck, or
|
||
just to trash the Curse, and so on. You still did gain whatever card you gained; you just
|
||
immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile
|
||
will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower
|
||
on your own turn as well, for example when buying a card, or gaining a card via something
|
||
like Expand. If you use Watchtower to put a card on your deck but have no cards left in
|
||
your deck, you do not shuffle; the gained card becomes the only card in your deck.
|
||
Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on
|
||
multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are
|
||
gained during a Possession turn (from Alchemy), the player who played Possession is the
|
||
one who can use Watchtower, not the player who is being possessed. If a gained card is
|
||
going somewhere other than to your discard pile, such as a card gained with Mine (from
|
||
Dominion), you can still use Watchtower to trash it or put it on your deck.
|
||
:::Worker's Village
|
||
You draw a card, can play two more Actions this
|
||
turn, and can buy one more card in your Buy phase
|
||
this turn.
|
||
:::
|
||
Recommended sets of 10 from Prosperity:
|
||
Beginners: Bank, Counting House, Expand, Goons, Monument, Rabble, Royal Seal,
|
||
Venture, Watchtower, Worker's Village
|
||
Friendly Interactive: Bishop, City, Contraband, Forge, Hoard, Peddler, Royal Seal, Trade
|
||
Route, Vault, Worker's Village
|
||
Big Actions: City, Expand, Grand Market, King's Court, Loan, Mint, Quarry, Rabble,
|
||
Talisman, Vault
|
||
Biggest Money: Bank, Grand Market, Mint, Royal Seal, Venture, Adventurer, Laboratory,
|
||
Mine, Moneylender, Spy
|
||
The King's Army: Expand, Goons, King's Court, Rabble, Vault, Bureaucrat, Council
|
||
Room, Moat, Spy, Village
|
||
The Good Life: Contraband, Counting House, Hoard, Monument, Mountebank, Bureaucrat,
|
||
Cellar, Chancellor, Gardens, Village
|
||
Paths to Victory: Bishop, Counting House, Goons, Monument, Peddler, Baron, Harem,
|
||
Pawn, Shanty Town, Upgrade
|
||
All Along the Watchtower: Hoard, Talisman, Trade Route, Vault, Watchtower, Bridge,
|
||
Great Hall, Mining Village, Pawn, Torturer
|
||
Lucky Seven: Bank, Expand, Forge, King's Court, Vault, Bridge, Coppersmith, Swindler,
|
||
Tribute, Wishing Well
|
||
:::Platinum
|
||
This is not a Kingdom card. You do not use it every game. It is a Treasure worth 5
|
||
coins.
|
||
|
||
If only Kingdom cards from Prosperity are being used this game, then the Platinum
|
||
and Colony piles are added to the Basic cards in the Supply for the game. If a mix of
|
||
Kingdom cards from Prosperity and other sets are being used, then the inclusion of
|
||
Platinum and Colony in the Supply should be determined randomly, based on the
|
||
proportion of Prosperity and non-Prosperity cards in use. For example, choose a
|
||
random Kingdom card being used - such as the first card dealt out from the
|
||
Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random
|
||
after all 10 have been selected] - and if it is from Prosperity, add Platinum and
|
||
Colony to the Supply. Platinum and Colony are not Kingdom cards; when those are
|
||
included, there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate,
|
||
Duchy, Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player
|
||
game, or 12 Colonies for a game with 3 or more players. [Use all 12 Platinum
|
||
regardless of the number of players. Platinum and Colony are meant to be used
|
||
together and both or neither should be used, not one or the other.]
|
||
:::Colony
|
||
This is not a Kingdom card. You do not use it every game. It is a Victory card worth
|
||
10 VP.
|
||
|
||
If only Kingdom cards from Prosperity are being used this game, then the Platinum
|
||
and Colony piles are added to the Basic cards in the Supply for the game. If a mix of
|
||
Kingdom cards from Prosperity and other sets are being used, then the inclusion of
|
||
Platinum and Colony in the Supply should be determined randomly, based on the
|
||
proportion of Prosperity and non-Prosperity cards in use. For example, choose a
|
||
random Kingdom card being used - such as the first card dealt out from the
|
||
Randomizer deck [this is equivalent to rolling a d10 or choosing a card at random
|
||
after all 10 have been selected] - and if it is from Prosperity, add Platinum and Colony
|
||
to the Supply. Platinum and Colony are not Kingdom cards; when those are included,
|
||
there are 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy,
|
||
Province, Colony, and Curse, in the Supply. Use 8 Colonies for a 2-player game, or
|
||
12 Colonies for a game with 3 or more players. [Use all 12 Platinum regardless of the
|
||
number of players. Platinum and Colony are meant to be used together and both or
|
||
neither should be used, not one or the other.]
|
||
:::Stash
|
||
Stash is a Treasure that produces 2 coins when played,
|
||
like Silver. Whenever you shuffle your deck, you can
|
||
choose where in your deck each copy of Stash that you
|
||
have goes. You can't look at the fronts of the other cards
|
||
in your deck to see where to put it; Stash itself has a
|
||
different card back, so that's how you'll know where it is.
|
||
If you have multiple copies of Stash, you can clump them
|
||
together or spread them out or whatever you want. Since
|
||
Stash has a different card back, you will also know if it's
|
||
in a player's hand, or set aside for someone's Haven (from
|
||
Seaside), and so on.
|
||
|
||
:::Bag of Gold:
|
||
The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no Golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules.
|
||
|
||
:::Diadem:
|
||
This is a Treasure worth 2 coins, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 coin per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra + 2 coins, for 4 coins total. If you play no Action cards at all on your turn, you will have one unused Action, so you will get total from Diadem. This is a Prize; see the Additional Rules.
|
||
|
||
|
||
:::Fairgrounds:
|
||
At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.
|
||
|
||
:::Farming Village:
|
||
Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard
|
||
all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type.
|
||
|
||
:::Followers:
|
||
Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules.
|
||
|
||
:::Fortune Teller:
|
||
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find
|
||
one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type.
|
||
|
||
:::Hamlet:
|
||
First draw a card, and get +1 Action. Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. You only get the extra +1 Action or +1 Buy if you actually discarded a card for
|
||
it. You cannot discard multiple cards to get multiple +Actions or multiple +Buys.
|
||
|
||
:::Harvest:
|
||
Reveal the top 4 cards of your deck. If there are not enough cards, reveal what you can, shuffle your discard pile, and reveal the rest. If there still are not 4 cards total to reveal, just reveal what you can. You discard the revealed cards, and get +1 coin per differently named card revealed. For example if you revealed
|
||
Copper, Silver, Copper, Estate, that would be +3 coins .
|
||
|
||
:::Horn of Plenty:
|
||
This is a Treasure worth 0 coins. You play it in your Buy phase, like other Treasures. It does not produce any coins to spend. However, when you play it, you gain a card costing up to per differently named card you have in play. This includes itself, other played Treasures, played Actions, and any Duration cards (from Dominion: Seaside) played on your previous turn. It only counts cards currently in play, not ones that were in play but left; for example if you played a Feast (from Dominion) this turn, you will have trashed it, so it will not count for Horn of Plenty. The card you gain must come from the Supply, and is put into your discard pile. If it is a Victory card, trash Horn of Plenty. Cards with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) are Victory cards. You do not have to play Horn of Plenty in your Buy phase, and you choose the order that you play Treasures. You do not trash Horn of Plenty if you gain a Victory card some other way while it's in play (such as by buying one).
|
||
|
||
:::Horse Traders:
|
||
When you play this, you get +1 Buy and +3 coins, and discard 2 cards from your hand. If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +3 coins. When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card. While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns. You can reveal it for an Attack and still play it on your next turn. You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards.
|
||
|
||
:::Hunting Party:
|
||
First you draw a card and get +1 Action. Then you reveal your hand, and reveal cards from your deck until revealing one that is not a duplicate of one in your hand. A card is not a duplicate of one in your hand if it does not have the same name as any cards in your hand. If you run out of cards while revealing cards, shuffle your discard pile (but not the revealed cards) and keep revealing cards. If you still do not find one, just discard all of the cards revealed from your deck. If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck.
|
||
|
||
:::Jester:
|
||
Each player with no cards in his deck shuffles his discard pile in order to get a card to discard. If he still has no cards, he does not discard one. For each player who discarded a card, if it is a Victory card, he gains a Curse, and otherwise, you choose: either that player gains a copy of the card, or you do. The gained copies and Curses come from the Supply and are put into the discard piles of the players who gain them. If a card is revealed for which there are no copies in the Supply, no one gains a copy of it. This Attack hits other players in turn order, which can matter when some piles are low. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue) is a Victory card.
|
||
|
||
:::Menagerie:
|
||
If there are any two or more cards in your hand with the same name, you only draw one card; if there are no matches, you draw three cards. Only the card names matter for this; Copper and Silver are different cards for example, despite both being Treasures. If you have no cards in hand at all after playing Menagerie, then you have no matching cards, and so get +3 Cards.
|
||
|
||
:::Princess:
|
||
This makes all cards cheaper (to a minimum of 0 coins) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 coin while Copper would still cost 0 coins. Using Throne Room (from Dominion) on Princess will not make cards cost less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules.
|
||
|
||
:::Remake:
|
||
Trash a card from your hand, and gain a card costing exactly 1 coin more than it; then trash another card from your hand, and gain a card costing exactly 1 coin more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 coin more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing.
|
||
|
||
:::Tournament:
|
||
First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin.
|
||
|
||
:::Trusty Steed:
|
||
First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both
|
||
gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules.
|
||
|
||
:::Young Witch:
|
||
This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition.
|
||
When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse.
|
||
|
||
:::Walled Village:
|
||
|
||
:::Governor:
|
||
|
||
:::Crossroads:
|
||
First reveal your hand, and draw a card for each
|
||
Victory card you revealed, if any. The revealed cards all stay in
|
||
your hand. Cards with two types, one of which is Victory, are
|
||
Victory cards. Then, if this is the first time you played a
|
||
Crossroads this turn, you get +3 Actions. Subsequent Crossroads
|
||
this turn will give you cards but not Actions. Using a card that
|
||
lets you play a card several times (like Throne Room from
|
||
Dominion) on Crossroads, you will play Crossroads multiple
|
||
times, getting +3 Actions the first time but not the others.
|
||
|
||
:::Duchess:
|
||
When you play this, you get +2 coins, and each player,
|
||
including you, looks at the top card of his own deck and either
|
||
discards it or puts it back on top, his choice. Any player with no
|
||
cards in his deck shuffles his discard pile first; any player who
|
||
still has no cards to look at does not look at one. When a player
|
||
gains a Duchy in a game with Duchess in the Supply, that player
|
||
may also gain a Duchess from the Supply. This works whether
|
||
the player gained a Duchy due to buying one, or gained a Duchy
|
||
some other way. Duchess does not interact in any special way
|
||
with the promotional card Black Market.
|
||
|
||
:::Fool's Gold:
|
||
This is both a Treasure and a Reaction. It can be
|
||
played in your Buy phase like other Treasures. When you play it,
|
||
it is worth 1 coin if this is the first time you played a Fool's Gold
|
||
this turn, and otherwise it is worth 4 coins. So if your lay three
|
||
Fool's Golds in the same turn, the first is worth 1, the second is
|
||
worth 4, and the third is worth 4 coins. Fool's Gold is also a
|
||
Reaction. When another player gains a Province, you may trash
|
||
Fool's Gold from your hand; if you do, you gain a Gold from the
|
||
Supply, putting it on top of your deck rather than into your
|
||
discard pile. If there are no cards in your deck, the Gold becomes the
|
||
only card in your deck. If there are no Gold cards left in the
|
||
Supply, you do not gain one, but can still trash Fool's Gold. This
|
||
Reaction is only usable when another player gains a Province, not
|
||
you. It is usable whether a Province was gained due to being
|
||
bought, or gained some other way.
|
||
|
||
:::Develop:
|
||
First trash a card from your hand, if you have any cards
|
||
in hand. Develop itself is no longer in your hand and so cannot
|
||
trash itself (though it can trash other copies of Develop). If you
|
||
trashed a card, gain two cards, one costing exactly 1 more than
|
||
the trashed card, and one costing exactly 1 less than the trashed
|
||
card. The gained cards come from the Supply; gain them in
|
||
either order. If there is no card in the Supply at one of the costs,
|
||
you still gain the other card if you can. Put the gained cards on
|
||
top of your deck rather than into your discard pile. If you trash a
|
||
Copper with Develop, which costs 0 coins, you will try and fail to
|
||
gain a card costing -1 coins (and also try to gain a card costing 1 coin).
|
||
|
||
:::Oasis:
|
||
You draw before discarding. You can discard the card you
|
||
drew. If you are unable to draw a card (due to having no cards in
|
||
your deck, and none in your discard pile to shuffle), you still
|
||
discard a card if able.
|
||
|
||
:::Oracle:
|
||
First, each player including you, reveals the top two
|
||
cards of his deck, and either discards both of them or puts both
|
||
of them back on top, your choice. A player putting the cards
|
||
back puts them back in an order he chooses, and without
|
||
needing to reveal that order. Then, you draw two cards. So if you
|
||
put back the cards you revealed, you will draw them.
|
||
|
||
:::Scheme:
|
||
When you play this, you draw a card, get +1 Action, and
|
||
set up an effect to happen later in the turn, at the start of Clean-
|
||
up. At that time, you may optionally choose an Action card you
|
||
have in play. If you discard that Action card from play this turn,
|
||
as you normally do, you will put it on top of your deck. This
|
||
happens before you draw cards for next turn. The Action card
|
||
you choose can be Scheme itself, or any other Action card you
|
||
have in play, which might have been played before or after you
|
||
played Scheme. If the Action card is not discarded during Clean-
|
||
up, for example due to being a Duration card from Dominion:
|
||
Seaside that was played this turn, then it does not get put on top
|
||
of your deck.
|
||
|
||
:::Tunnel:
|
||
This is both a Victory card and a Reaction. At the end of
|
||
the game, Tunnel is worth 2 victory points. Tunnel's Reaction ability
|
||
functions when you discard it. You cannot simply choose to
|
||
discard it; something has to let you or make you discard it. This
|
||
ability functions whether you discard Tunnel on your own turn
|
||
(such as due to Oasis) or on someone else's (such as due to
|
||
Margrave). It functions if Tunnel is discarded from your hand
|
||
(such as due to Oasis) or from your deck, or when set aside
|
||
(such as due to Cartographer). If Tunnel would normally not
|
||
necessarily be revealed (such as when discarding multiple cards
|
||
to Cartographer), you have to reveal it to get the Gold. Revealing
|
||
it is optional, even if Tunnel was already revealed for some other
|
||
reason; you are not forced to gain a Gold. This ability does not
|
||
function if cards are put into your discard pile without being
|
||
discarded, such as when you buy a card, when you gain a card
|
||
directly (such as with Border Village), when your deck is put into
|
||
your discard pile, such as with Chancellor from Dominion, or
|
||
with Possession from Dominion: Alchemy, when trashed cards
|
||
are returned to you at end of turn. It also does not function
|
||
during Clean-up, when you normally discard all of your played
|
||
and unplayed cards. The key thing to look for is a card actually
|
||
telling you to "discard" cards. The Gold you gain 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.
|
||
|
||
:::Jack of all Trades:
|
||
This card does four separate things, in the
|
||
order listed; you do all of them (the last one is optional). First,
|
||
gain a Silver from the Supply, putting it into your discard pile. If
|
||
there are no Silvers left in the Supply, you do not gain one.
|
||
Second, look at the top card of your deck, and either discard it
|
||
or put it back on top. If there are no cards left in your deck,
|
||
shuffle your discard pile to get a card to look at (this will shuffle
|
||
in the Silver you just gained). If there are still no cards, you do
|
||
not look at one. Third, draw cards until you have at least five
|
||
cards in hand. If you already have five or more cards in hand,
|
||
you do not draw any cards. If there are not enough cards left to
|
||
draw between your deck and discard pile, just draw what you
|
||
can. Fourth, you may trash a card from your hand that is not a
|
||
Treasure card. Cards with two types, one of which is Treasure, are
|
||
Treasures.
|
||
|
||
:::Noble Brigand:
|
||
When you play this, you get +1 coin. When you play
|
||
this and also when you buy it, each other player reveals the top
|
||
two cards of his deck, trashes a Silver or Gold he revealed that
|
||
you choose, and discards the rest. Each of these players that did
|
||
not reveal a Treasure at all gains a Copper from the Supply,
|
||
putting it into his discard pile. Finally, you gain all of the Silvers
|
||
and Golds trashed this way. This cannot trash any Treasures
|
||
except Silver or Gold. Gaining a Noble Brigand without buying it
|
||
does not cause this ability to happen. Noble Brigand is an Attack
|
||
card, and when you play it, players can use cards like Moat from
|
||
Dominion or Secret Chamber from Intrigue in response.
|
||
However, buying a Noble Brigand is not "playing an Attack card,"
|
||
and so cads like Moat cannot respond to that.
|
||
|
||
:::Nomad Camp:
|
||
When you gain this card, it goes on top of your
|
||
deck rather than into your discard pile. This is true whether you
|
||
gained it due to buying it or gained it some other way. If there
|
||
were no cards in your deck, it becomes the only card in your
|
||
deck.
|
||
|
||
:::Silk Road:
|
||
This is a Victory card, not an Action card. It does
|
||
nothing until the end of the game, when it is worth 1 victory point for
|
||
every four Victory cards in your Deck (counting all of your cards
|
||
- your Discard pile and hand are part of your Deck at that
|
||
point). Silk Roads count themselves. Round down; if you have 11
|
||
Victory cards, Silk Road is worth 2 victory points. During set-up, put all 12
|
||
Silk Roads in the Supply for a game with 3 or more players, but
|
||
only 8 in the Supply for a 2-player game. Cards with multiple
|
||
types, one of which is Victory, are Victory cards and so are
|
||
counted by Silk Road.
|
||
|
||
:::Spice Merchant:
|
||
You may trash a Treasure card from your hand.
|
||
This is optional. If you did trash a Treasure card, you choose
|
||
either to get +2 Cards and +1 Action, or +2 coins and +1 Buy.
|
||
|
||
:::Trader:
|
||
When you play this, trash a card from your hand, and if
|
||
you did, gain a number of Silvers equal to the cost of that card
|
||
in coins. The Silvers come from the Supply and are put into your
|
||
discard pile. If there are not enough Silvers left, just gain all of
|
||
the Silvers that you can. You only gain Silvers if you trashed a
|
||
card. If you trash a card costing 0, such as Copper, you will gain
|
||
zero Silvers. You can trash Silver if you want; you will gain three
|
||
Silvers for it normally. If costs are different, such as due to
|
||
playing Highway, then Trader will give you a different number of
|
||
Silvers, based on the current costs. For example ifyou play
|
||
Highway and then Trader, trashing an Estate you will only gain
|
||
one Silver. If you trash a card with Potion in its cost from
|
||
Dominion: Alchemy, you do not get anything for the Potion, just
|
||
for the coins that the card cost.
|
||
Trader is also a Reaction. When you gain a card, whether due to
|
||
buying it or due to gaining it some other way, you may reveal
|
||
Trader from your hand to instead gain a Silver from the Supply.
|
||
If you do this, you gain a Silver, not the card you would have
|
||
gained; if something would have happened due to gaining the
|
||
other card, it does not happen, because you did not gain it. For
|
||
example if you buy Ill-Gotten Gains but use Trader to gain Silver
|
||
instead, no-one will gain a Curse. However if something happens
|
||
when you buy a card, that will still happen if you replace gaining
|
||
the card with gaining Silver. For example you can buy Farmland,
|
||
trash a card from your hand and gain one costing 2 more, then
|
||
use Trader to gain Silver rather than Farmland. If the card you
|
||
were going to gain was not going to your discard pile, the Silver
|
||
still goes to your discard pile; if the card you were going to gain
|
||
did not come from the Supply, the Silver still comes from the
|
||
Supply. If there are no Silvers left in the Supply, you can still
|
||
reveal Trader when you gain a card; you gain nothing instead of
|
||
the card you would have gained.
|
||
|
||
:::Cache:
|
||
This is a treasure worth 3 coins, like Gold. When you gain it,
|
||
you also gain two Coppers from the Supply. if there are not two
|
||
Coppers left, just gain as many as you can. You only gain
|
||
Coppers when you gain Cache, not when you play it. You gain
|
||
Coppers whether you gained Cache due to buying it, or gained it
|
||
some other way.
|
||
|
||
:::Cartographer:
|
||
You draw a card first, then look at the top 4 cards
|
||
of your deck. If there are fewer than 4 cards left in your deck,
|
||
look at the remaining cards, and shuffle your discard pile (which
|
||
does not include those cards) to get the remainder needed to
|
||
look at. If there are still not enough cards, just look at as many as
|
||
you can. Discard any number of the cards you looked at - none,
|
||
all four, or something in-between - and put the rest back on top
|
||
of your deck in any order. if there were no cards left in your
|
||
deck, these become the only cards in your deck. You do not
|
||
reveal the cards you put back.
|
||
|
||
:::Embassy:
|
||
When you play this, you draw five cards, then discard
|
||
three cards. The cards you discard can be ones that were in your
|
||
hand and/or ones you just drew. You discard three cards if able,
|
||
even if you were unable to draw the full five cards (due to not
|
||
having enough cards in your deck and discard pile). If you do
|
||
not have three cards to discard, you discard as many as you can.
|
||
When you gain this, each other player gains a Silver. Players only
|
||
gain Silvers when you gain this, not when you play this. They
|
||
gain Silvers whether you gained Embassy due to buying it, or
|
||
gained it some other way. Gaining Silvers is not optional for
|
||
them. The Silvers come from the Supply. If there are not enough
|
||
Silvers left to go around, deal them out in turn order, starting
|
||
with the player to the left of the player who gained Embassy.
|
||
|
||
:::Haggler:
|
||
When you play this, you get +2 coins. While this is in play,
|
||
whenever you buy a card, you gain a cheaper card that is not a
|
||
Victory card. For example, you could buy a Province, and gain a
|
||
Gold via Haggler. Gaining a card is not optional. The gained card
|
||
comes from the Supply and is put into your discard pile. Haggler
|
||
only gives you an extra card when you buy a card, not when you
|
||
gain a card some other way (such as with Haggler itself). If there
|
||
is no cheaper card available in the Supply (e.g., if you buy a
|
||
Copper), you do not gain a card. Using a card that lets you play a
|
||
card several times (like Throne Room from Dominion) on
|
||
Haggler does not gain you two or more cards per card bought, as
|
||
there is still only one copy of Haggler in play. The bonus is
|
||
cumulative if you have three Hagglers in play, you will gain three
|
||
more cards for each card you buy. Cards with two types, one of
|
||
which is Victory, are Victory cards and so cannot be gained with
|
||
Haggler.
|
||
|
||
:::Highway:
|
||
This makes all cards cheaper (to a minimum of 0 coins) as
|
||
long as it is in play. When it leaves play, it stops making cards
|
||
cheaper This applies to cards everywhere - cards in the Supply,
|
||
cards in hand, cards in Decks. For example if you played
|
||
Highway, then Develop, trashing a Copper, you could gain an
|
||
Estate, as Estate would cost 4 while Copper would still cost 0.
|
||
Using a card that lets you play a card several times (like Throne
|
||
Room from Dominion) on Highway will not make cards cost
|
||
less, as there is still only one copy of Highway in play. The bonus
|
||
is cumulative; if you have three Highways in play, all cards cost
|
||
1 less (to a minimum of 0).
|
||
|
||
:::Ill-Gotten Gains:
|
||
This is a Treasure worth 2 coins like Copper. When
|
||
you play it, you may gain a Copper. The gained Copper comes
|
||
from the Supply and is put into your hand; you can immediately
|
||
play it. If there is no Copper left in the Supply, you do not gain
|
||
one. When you gain Ill-Gotten Gains, each other player gains a
|
||
Curse. This happens whether you gain Ill-Gotten Gains due to
|
||
buying it, or you gain it some other way. The Curses come from
|
||
the Supply and go into discard piles. If there are not enough
|
||
Curses left to go around, deal them out in turn order, starting
|
||
with the player to the left of the player who gained Ill-Gotten
|
||
Gains. III-Gotten Gains is not an Attack, and gaining it is not
|
||
playing an Attack; cards like Moat from Dominion do not work
|
||
against it.
|
||
|
||
:::Inn:
|
||
When you play this, you draw 2 cards, get +2 Actions, then
|
||
discard 2 cards. The cards you discard can be ones that were in
|
||
your hand and/or ones you just drew. You discard cards if able,
|
||
even if you were unable to draw 2 cards. When you gain this,
|
||
you look through your discard pile (something normally not
|
||
allowed) and shuffle any number of Action cards from it into
|
||
your deck (leaving the rest of your discard pile in your discard
|
||
pile). You do not have to shuffle any Action cards into your deck.
|
||
You can shuffle the Inn you just gained into your deck; it is an
|
||
Action card in your discard pile. Cards with two types, one of
|
||
which is Action, are Action cards. You must reveal the Action
|
||
cards that you choose to shuffle into your deck. It does not
|
||
matter what order you leave your discard pile in afterwards. This
|
||
ability functions if you gain Inn due to buying it, or gain Inn
|
||
some other way.
|
||
|
||
:::Mandarin:
|
||
When you play this, you get +3 coins, and put a card from
|
||
your hand on top of your deck. If you have no cards left in hand,
|
||
you do not put a card on top of your deck. If there are no cards
|
||
left in your deck, the card you put on top becomes the only card
|
||
in your deck. When you gain this, you put all of your Treasures
|
||
from play on top of your deck in any order. You do not have to
|
||
show this order to other players. You have to put all of your
|
||
Treasures on top; you cannot leave some out. You only put
|
||
Treasures from play on top of your deck, not unplayed Treasures
|
||
from your hand. This does not stop you from having the coins
|
||
you got from playing those Treasures; for example, if you have +1
|
||
Buy and play four Golds and buy a Mandarin, you put the Golds
|
||
on top of your deck, and still have 7 left to spend. Mandarin
|
||
puts your played Treasures on your deck whether you gained it
|
||
due to buying it or gained it some other way, although normally
|
||
you will only have Treasures in play in your Buy phase.
|
||
|
||
:::Margrave:
|
||
You draw 3 cards and get +1 Buy. Each other player
|
||
draws a card, then discards down to 3 cards in hand. Drawing a
|
||
card is not optional for them. A player who only has 3 cards or
|
||
fewer after drawing does not discard.
|
||
|
||
:::Stables:
|
||
You may discard a Treasure card from your hand. This is
|
||
optional. If you did discard one, you get +3 Cards and +1 Action.
|
||
You draw after discarding, so if you have to shuffle to get the 3
|
||
cards, you will end up shuffling in the card you discarded.
|
||
|
||
:::Border Village:
|
||
When you play this, you draw a card and can play
|
||
two more Actions this turn. When you gain this, you also gain a
|
||
card from the Supply that costs less than Border Village.
|
||
Normally that will be a card costing up to 5, but if Border
|
||
Village costs less than normal, such as due to Highway, then the
|
||
card you gain will have a lower maximum cost. You only gain a
|
||
card when you gain Border Village, not when you play it. You
|
||
gain a card whether you gained Border Village due to buying it,
|
||
or gained it some other way.
|
||
|
||
:::Farmland:
|
||
This is a Victory card, not an Action card. It is worth 2
|
||
victory points at the end of the game. When you buy it, you trash a card
|
||
from your hand if able, and if you did, you gain a card from the
|
||
supply costing exactly 2 more than the trashed card if able. If
|
||
there are no cards left in your hand to trash, you do not trash or
|
||
gain a card, and if you trashed a card but there are no cards in
|
||
the supply costing exactly 2 more than the trashed card, you do
|
||
not gain a card. This ability only functions when you buy
|
||
Farmland, not when you gain it some other way. During set-up,
|
||
put all 12 Farmlands in the Supply for a game with 3 or more
|
||
players, but only 8 in the Supply for a 2-player game.
|
||
|
||
:::Altar
|
||
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.
|
||
:::Armory
|
||
The card you gain comes from the Supply and is put on
|
||
top of your deck.
|
||
:::Band of Misfits
|
||
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
|
||
:::Bandit Camp
|
||
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.
|
||
:::Beggar
|
||
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.
|
||
:::Catacombs
|
||
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.
|
||
:::Count
|
||
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.
|
||
:::Ruins
|
||
See Additional Rules for Dark Ages and Preparation.
|
||
Abandoned Mine: When you play this, you just get +1 Coin.
|
||
Ruined Library: When you play this, you draw a card.
|
||
Ruined Market: When you play this, you just get +1 Buy.
|
||
Ruined Village: When you play this, you just get +1 Action.
|
||
Survivors: You either discard both cards, or put both cards back on
|
||
top; you cannot just discard one card.
|
||
:::Counterfeit
|
||
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.
|
||
:::Cultist
|
||
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.
|
||
:::Death Cart
|
||
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.
|
||
:::Feodum
|
||
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.
|
||
:::Forager
|
||
Trash a card from your hand if you can. Whether or not
|
||
you can, you still get +1 Coin er differently named Treasure in the
|
||
trash, plus +1 Action and +1 Buy. Multiple copies of the same
|
||
Treasure card do not increase how much you get. For example, if
|
||
the trash has four Coppers, a Counterfeit, and six Estates, you get
|
||
+2 Coins. Cards with multiple types, one of which is Treasure (such as
|
||
Harem from Intrigue), are Treasures.
|
||
:::Fortress
|
||
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.
|
||
:::Graverobber
|
||
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.
|
||
:::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. 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.
|
||
:::Hovel
|
||
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.
|
||
:::Hunting Grounds
|
||
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.
|
||
:::Ironmonger
|
||
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.
|
||
:::Junk Dealer
|
||
You have to trash a card from your hand if you can.
|
||
You draw before trashing.
|
||
:::Knights
|
||
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 Victory 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.
|
||
:::Madman
|
||
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.
|
||
:::Marauder
|
||
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.
|
||
:::Market Square
|
||
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.
|
||
:::Mercenary
|
||
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.
|
||
:::Mystic
|
||
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.
|
||
:::Necropolis
|
||
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.
|
||
:::Overgrown Estate
|
||
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.
|
||
:::Pillage
|
||
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.
|
||
:::Poor House
|
||
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.
|
||
:::Procession
|
||
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.
|
||
:::Rats
|
||
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.
|
||
:::Rebuild
|
||
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.
|
||
:::Rogue
|
||
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.
|
||
:::Sage
|
||
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.
|
||
:::Scavenger
|
||
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.
|
||
:::Spoils
|
||
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.
|
||
:::Squire
|
||
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.
|
||
:::Storeroom
|
||
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.
|
||
:::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. 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.
|
||
:::Vagrant
|
||
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.
|
||
:::Wandering Minstrel
|
||
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.
|
||
:::Shelters
|
||
See Preparation. A shelter is never in the supply.
|
||
|
||
Hovel: 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.
|
||
|
||
Overgrown Estate: 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.
|
||
|
||
Necropolis: This is an Action card; when you play it, you get +2 Actions.
|
||
|
||
:::Hermit / Madman
|
||
Madman: 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.
|
||
|
||
:::Urchin / Mercenary
|
||
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.
|
||
|
||
:::Advisor
|
||
If there are not three cards in your deck, reveal what you
|
||
can, then shuffle your discard pile into your deck to get the other
|
||
cards. If there still are not enough, just reveal what you can. No
|
||
matter how many you revealed, the player to your left chooses one
|
||
for you to discard, and the remaining cards go into your hand.
|
||
|
||
:::Baker
|
||
When you play this, you draw a card, get +1 Action, and
|
||
take a Coin token. In games using this card, each player starts the
|
||
game with a Coin token. This includes games using the promo
|
||
card Black Market in which Baker is in the Black Market deck.
|
||
|
||
:::Butcher
|
||
First take two Coin tokens. Then you may trash a card
|
||
from your hand and pay any number of Coin tokens (returning
|
||
them to the pile). The number of Coin tokens you pay can be zero.
|
||
Butcher itself is no longer in your hand and so cannot trash itself
|
||
(though it can trash another copy of Butcher). If you trashed a
|
||
card, you gain a card costing up to the cost of the trashed card plus
|
||
the number of Coin tokens you paid. For example, you could trash
|
||
an Estate and pay six Coin tokens to gain a Province, or you could
|
||
trash another Butcher and pay zero Coin tokens to gain a Duchy.
|
||
You can pay the Coin tokens you just got. Paying Coin tokens for
|
||
this ability does not get you coins to spend, it just changes what
|
||
cards you can gain with this ability.
|
||
|
||
:::Candlestick Maker
|
||
You get +1 Action and +1 Buy, and take a Coin
|
||
token.
|
||
|
||
:::Doctor
|
||
When you play this, you name a card, reveal the top three
|
||
cards of your deck, trash each of those cards that has that name,
|
||
and put the other cards back on your deck in any order. You do
|
||
not have to name a card being used this game. If there are fewer
|
||
than three cards left in your deck, reveal the remaining cards, and
|
||
shuffle your discard pile (which does not include those cards) to
|
||
get the remainder needed to reveal. If there are still not enough
|
||
cards, just reveal as many as you can. When you buy this, for each
|
||
extra 1 Coin you pay over the cost, you look at the top card of your
|
||
deck, and either trash it, discard it, or put it back on top. If there
|
||
are no cards left in your deck, shuffle your discard pile into your
|
||
deck (including any cards already discarded to this overpay ability
|
||
this turn), and if there still are no cards in it, you do not look at
|
||
one. If you overpay more than 1 Coin, you may do different things for
|
||
each card you look at, and you will look at the same card again if
|
||
you put it back on top. For example if you bought Doctor for 7 Coins,
|
||
you would look at the top card four times; you might end up first
|
||
trashing a Copper, then discarding a Province, then putting a Silver
|
||
back on top, then putting that Silver back on top again.
|
||
|
||
:::Herald
|
||
When you play this, first draw a card and get +1 Action,
|
||
then reveal the top card of your deck. If it is an Action card, play
|
||
it; this is not optional. Playing the Action card does not "use up"
|
||
one of your Action plays for the turn. Cards with multiple types,
|
||
one of which is Action (such as Great Hall from Dominion:
|
||
Intrigue), are Action cards. If Herald plays a Duration card (from
|
||
Dominion: Seaside), the Herald is still discarded normally at end
|
||
of turn, as it is not needed to track anything. When you buy this,
|
||
you put one card from your discard pile on top of your deck for
|
||
each extra 1 Coin you pay over the cost. For example, if you buy Herald
|
||
for 6 Coins, you will put two cards from your discard pile on top of
|
||
your deck. This card lets you look through your discard pile;
|
||
normally you cannot. You cannot look through your discard pile
|
||
first to see how much you want to overpay, and once you overpay
|
||
you must put the appropriate number of cards on top of your
|
||
deck if possible. If you overpay enough to put more cards on your
|
||
deck than there are cards in your discard pile, you just put all of
|
||
your discard pile onto your deck. You may not look through your
|
||
discard pile if you buy Herald without overpaying for it. When you
|
||
put multiple cards on your deck due to overpaying for a Herald,
|
||
put them on your deck in any order.
|
||
|
||
:::Journeyman
|
||
This draws you three cards that are not a particular
|
||
card. First name a card. It does not have to be a card being used
|
||
this game. Then reveal cards from the top of your deck until you
|
||
have revealed three cards that are not the named card. If you run
|
||
out of cards without finding three, shuffle your discard pile into
|
||
your deck and continue. If you still cannot find three, stop. Put the
|
||
cards you found that were not the named card into your hand and
|
||
discard the rest.
|
||
|
||
:::Masterpiece
|
||
This is a Treasure worth 1 Coin, like Copper. When you
|
||
buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For
|
||
example, if you buy a Masterpiece for 6 Coins, you gain three Silvers.
|
||
|
||
:::Merchant Guild
|
||
When you play this, you get +1 Buy and +1 Coin.
|
||
While this is in play, any time you buy a card you also take a Coin
|
||
token. Remember that you may only spend Coin tokens prior to
|
||
buying cards, so you will not be able to immediately spend that
|
||
Coin token. This ability is cumulative; if you have two Merchant
|
||
Guilds in play, each card you buy will get you two Coin tokens.
|
||
However if you play a Merchant Guild multiple times but only
|
||
have one in play, such as with Throne Room (from Dominion) or
|
||
King's Court (from Dominion: Prosperity), you will only get one
|
||
Coin token when you buy a card.
|
||
|
||
:::Plaza
|
||
First you draw a card and get +2 Actions; then you may
|
||
discard a Treasure. You can discard the card you drew if it is a
|
||
Treasure. If you discarded a Treasure card, you take a Coin token.
|
||
Cards with multiple types, one of which is Treasure (such as
|
||
Harem from Dominion: Intrigue), are Treasures.
|
||
|
||
:::Soothsayer
|
||
The Gold and Curses come from the Supply and go
|
||
into discard piles. If there is no Gold left, you do not gain one. If
|
||
there are not enough Curses left to go around, deal them out in
|
||
turn order, starting with the player to your left. Each player who
|
||
gained a Curse draws a card. This is not optional. A player who did
|
||
not gain a Curse, whether due to the Curses running out or due
|
||
to some other reason, does not draw a card. A player who uses
|
||
Watchtower (from Dominion: Prosperity) to trash the Curse did
|
||
gain a Curse and so draws a card; a player who uses Trader (from
|
||
Dominion: Hinterlands) to gain a Silver instead did not gain a
|
||
Curse and so does not draw a card.
|
||
|
||
:::Stonemason
|
||
When you play this, trash a card from your hand,
|
||
and gain two cards, each costing less than the card you trashed.
|
||
Trashing a card is not optional. If you do not have any cards left in
|
||
your hand to trash, you do not gain any cards. The two cards you
|
||
gain can be different or the same. For example you could trash a
|
||
Gold to gain a Duchy and a Silver. Gaining cards is not optional if
|
||
you trashed a card. The gained cards come from the Supply and are
|
||
put into your discard pile; if there are no cheaper cards in the
|
||
Supply (for example if you trash a Copper), you do not gain any.
|
||
If there is only one card in the Supply cheaper than the trashed
|
||
card, you gain that one. The cards you gain are gained one at a
|
||
time; this may matter with cards that do something when gained,
|
||
such as Inn from Dominion: Hinterlands. When you buy this, you
|
||
may choose to overpay for it. If you do, you gain two Action cards
|
||
each costing exactly the amount you overpaid. The Action cards
|
||
can be different or the same. For example, if you buy Stonemason
|
||
for 6 Coins, you could gain two Heralds. The Action cards come from
|
||
the Supply and are put into your discard pile. If there are no cards
|
||
with the appropriate cost in the Supply, you do not gain one.
|
||
Overpaying with a Potion (from Dominion: Alchemy) will let you
|
||
gain cards with Potion in the cost. Cards with multiple types, one
|
||
of which is Action (such as Great Hall from Dominion: Intrigue),
|
||
are Action cards. If you choose not to overpay, you will not gain
|
||
any cards from that ability; it is not possible to use it to gain
|
||
Action cards costing 0 Coins.
|
||
|
||
:::Taxman
|
||
You may trash a Treasure card from your hand. This is
|
||
optional. Cards with multiple types, one of which is Treasure (like
|
||
Harem from Dominion: Intrigue), are Treasures. If you do trash a
|
||
Treasure, each other player with at least five cards in hand discards
|
||
a copy of it from her hand if she can, or reveals a hand with no
|
||
copies of it, and you gain a Treasure costing up to 3 Coins more than
|
||
the trashed Treasure, putting it on top of your deck. If there are no
|
||
cards in your deck, it becomes the only card in your deck. You do
|
||
not have to gain a more expensive Treasure; you may gain a
|
||
Treasure with the same cost, or a cheaper Treasure. You have to
|
||
gain a card if you trashed one though, if possible. The gained
|
||
Treasure comes from the Supply.
|