3043 lines
417 KiB
JSON
3043 lines
417 KiB
JSON
{
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"Alms": {
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"description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.",
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"extra": "You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.",
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"name": "Alms"
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},
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"Amulet": {
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"description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.",
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"extra": "You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.",
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"name": "Amulet"
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},
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"Artificer": {
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"description": "+1 Card<br>+1 Action<br>+1 Coin<n>Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.",
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"extra": "First you get +1 Card, +1 Action, and +1 Coin. Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards.",
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"name": "Artificer"
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},
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"Ball": {
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"description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.",
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"extra": "When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.",
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"name": "Ball"
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},
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"Bonfire": {
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"description": "Trash up to 2 cards you have in play.",
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"extra": "This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.",
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"name": "Bonfire"
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},
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"Borrow": {
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"description": "+1 Buy<n>Once per turn:<br>If your -1 Card token isn't on your deck, put it there and +1 Coin.",
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"extra": "You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.",
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"name": "Borrow"
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},
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"Bridge Troll": {
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"description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:<n>+1 Buy<line>While this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.",
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"extra": "This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins).",
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"name": "Bridge Troll"
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},
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"Caravan Guard": {
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"description": "+1 Card<br>+1 Action<n>At the start of your next turn, +1 Coin<line>When another player plays an Attack card, you may play this from your hand. (<i>+1 Action has no effect if it's not your turn.</i>)",
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"extra": "This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player's turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player's turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.",
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"name": "Caravan Guard"
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},
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"Champion": {
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"description": "+1 Action<n>For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.<n><i>(This stays in play. This is not in the Supply.)</i>",
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"extra": "Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.",
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"name": "Champion"
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},
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"Coin of the Realm": {
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"description": "1 <*COIN*><n>When you play this, put it on your Tavern mat.<line>Directly after resolving an Action, you may call this for +2 Actions.",
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"extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.",
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"name": "Coin of the Realm"
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},
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"Disciple": {
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"description": "You may play an Action card from your hand twice. Gain a copy of it.<line>When you discard this from play, you may exchange it for a Teacher.<n><i>(This is not in the Supply.)</i>",
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"extra": "Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.",
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"name": "Disciple"
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},
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"Distant Lands": {
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"description": "Put this on your Tavern mat.<line>Worth 4 <VP> if on your Tavern mat at the end of the Game (otherwise worth 0 <VP>).",
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"extra": "This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 <VP> if it is on your mat, or 0 <VP> if it is not. It counts as part of your deck either way (for example it can contribute to how many <VP> a Gardens is worth).",
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"name": "Distant Lands"
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},
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"Dungeon": {
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"description": "+1 Action<n>Now and at the start of your next turn: +2 Cards then discard 2 cards.",
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"extra": "When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.",
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"name": "Dungeon"
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},
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"Duplicate": {
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"description": "Put this on your Tavern mat.<line>When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.",
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"extra": "When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.",
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"name": "Duplicate"
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},
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"Expedition": {
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"description": "Draw 2 extra cards for your next hand.",
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"extra": "This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.",
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"name": "Expedition"
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},
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"Ferry": {
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"description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin).",
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"extra": "When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.",
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"name": "Ferry"
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},
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"Fugitive": {
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"description": "+2 Cards<br>+1 Action<n>Discard a card.<line>When you discard this from play, you may exchange it for a Disciple.<n><i>(This is not in the Supply.)</i>",
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"extra": "When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.",
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"name": "Fugitive"
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},
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"Gear": {
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"description": "+2 Cards<n>Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.",
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"extra": "You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.",
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"name": "Gear"
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},
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"Giant": {
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"description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.",
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"extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.",
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"name": "Giant"
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},
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"Guide": {
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"description": "+1 Card<br>+1 Action<n>Put this on your Tavern mat.<line>At the start of your turn, you may call this, to discard your hand and draw 5 cards.",
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"extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.",
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"name": "Guide"
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},
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"Haunted Woods": {
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"description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.<n>At the start of your next turn:<n>+3 Cards",
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"extra": "Playing this sets up two effects for the future: you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.",
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"name": "Haunted Woods"
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},
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"Hero": {
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"description": "+2 Coins<n>Gain a Treasure.<line>When you discard this from play, you may exchange it for a Champion.<n><i>(This is not in the Supply.)</i>",
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"extra": "The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.",
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"name": "Hero"
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},
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"Hireling": {
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"description": "At the start of each of your turns for the rest of the game:<n>+1 Card<n><i>(This stays in play.)</i>",
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"extra": "After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.",
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"name": "Hireling"
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},
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"Inheritance": {
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"description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).",
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"extra": "You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.",
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"name": "Inheritance"
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},
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"Lost Arts": {
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"description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).",
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"extra": "When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.",
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"name": "Lost Arts"
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},
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"Lost City": {
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"description": "+2 Cards<br>+2 Actions<line>When you gain this, each other player draws a card.",
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"extra": "When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.",
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"name": "Lost City"
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},
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"Magpie": {
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"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.",
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"extra": "If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.",
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"name": "Magpie"
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},
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"Messenger": {
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"description": "+1 Buy<br>+2 Coins<n>You may put your deck into your discard pile.<line>When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.",
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"extra": "When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.",
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"name": "Messenger"
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},
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"Miser": {
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"description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.",
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"extra": "You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.",
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"name": "Miser"
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},
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"Mission": {
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"description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.",
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"extra": "You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travellers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.",
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"name": "Mission"
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},
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"Page": {
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"description": "+1 Card<br>+1 Action<line>When you discard this from play, you may exchange it for a Treasure Hunter.",
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"extra": "See the section on Travellers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.",
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"name": "Page"
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},
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"Pathfinding": {
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"description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).",
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"extra": "When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.",
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"name": "Pathfinding"
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},
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"Peasant": {
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"description": "+1 Buy<br>+1 Coin<line>When you discard this from play, you may exchange it for a Soldier.",
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"extra": "See the section on Travellers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.",
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"name": "Peasant"
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},
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"Pilgrimage": {
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"description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.",
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"extra": "At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.",
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"name": "Pilgrimage"
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},
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"Plan": {
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"description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)",
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"extra": "When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.",
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"name": "Plan"
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},
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"Port": {
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"description": "+1 Card<br>+2 Actions<line>When you buy this, gain another Port.",
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"extra": "When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.",
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"name": "Port"
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},
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"Quest": {
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"description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.",
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"extra": "You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.",
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"name": "Quest"
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},
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"Raid": {
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"description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.",
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"extra": "This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.",
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"name": "Raid"
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},
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"Ranger": {
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"description": "+1 Buy<n>Turn your Journey token over (it starts face up). If it's face up, +5 Cards.",
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"extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.",
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"name": "Ranger"
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},
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"Ratcatcher": {
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"description": "+1 Card<br>+1 Action<n>Put this on your Tavern mat.<line>At the start of your turn, you may call this, to trash a card from your hand.",
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"extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.",
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"name": "Ratcatcher"
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},
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"Raze": {
|
||
"description": "+1 Action<n>Trash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in _ Coins of the trashed card. Put one into your hand and discard the rest.",
|
||
"extra": "If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.",
|
||
"name": "Raze"
|
||
},
|
||
"Relic": {
|
||
"description": "2 <*COIN*><n>When you play this, each other player puts his -1 Card token on his deck.",
|
||
"extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.",
|
||
"name": "Relic"
|
||
},
|
||
"Royal Carriage": {
|
||
"description": "+1 Action<n>Put this on your Tavern mat.<line>Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.",
|
||
"extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.",
|
||
"name": "Royal Carriage"
|
||
},
|
||
"Save": {
|
||
"description": "+1 Buy<n>Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).",
|
||
"extra": "You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.",
|
||
"name": "Save"
|
||
},
|
||
"Scouting Party": {
|
||
"description": "+1 Buy<n>Look at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.",
|
||
"extra": "When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.",
|
||
"name": "Scouting Party"
|
||
},
|
||
"Seaway": {
|
||
"description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).",
|
||
"extra": "When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.",
|
||
"name": "Seaway"
|
||
},
|
||
"Soldier": {
|
||
"description": "+2 Coins<br>+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.<line>When you discard this from play, you may exchange it for a Fugitive.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.",
|
||
"name": "Soldier"
|
||
},
|
||
"Storyteller": {
|
||
"description": "+1 Action<br>+1 Coin<n>Play up to 3 Treasures from your hand. Pay all of your _ Coins. +1 Card per Coin paid.",
|
||
"extra": "This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.",
|
||
"name": "Storyteller"
|
||
},
|
||
"Swamp Hag": {
|
||
"description": "Until your next turn, when any other player buys a card, he gains a Curse.<n>At the start of your next turn:<n>+3 Coins",
|
||
"extra": "You will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.",
|
||
"name": "Swamp Hag"
|
||
},
|
||
"Teacher": {
|
||
"description": "Put this on your Tavern mat.<line>At the start of your turn, you may call this, to move your +1 Card token, +1 Action token, +1 Buy token, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.",
|
||
"name": "Teacher"
|
||
},
|
||
"Trade": {
|
||
"description": "Trash up to 2 cards from your hand.<n>Gain a Silver per card you trashed.",
|
||
"extra": "You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.",
|
||
"name": "Trade"
|
||
},
|
||
"Training": {
|
||
"description": "Move your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).",
|
||
"extra": "When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.",
|
||
"name": "Training"
|
||
},
|
||
"Transmogrify": {
|
||
"description": "+1 Action<n>Put this on your Tavern mat.<line>At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.",
|
||
"extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.",
|
||
"name": "Transmogrify"
|
||
},
|
||
"Travelling Fair": {
|
||
"description": "+2 Buys<n>When you gain a card this turn, you may put it on top of your deck.",
|
||
"extra": "When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travellers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.",
|
||
"name": "Travelling Fair"
|
||
},
|
||
"Treasure Hunter": {
|
||
"description": "+1 Action<br>+1 Coin<n>Gain a Silver per card the player to your right gained in his last turn.<line>When you discard this from play, you may exchange it for a Warrior.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.",
|
||
"name": "Treasure Hunter"
|
||
},
|
||
"Treasure Trove": {
|
||
"description": "2 <*COIN*><n>When you play this, gain a Gold and a Copper.",
|
||
"extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.",
|
||
"name": "Treasure Trove"
|
||
},
|
||
"Warrior": {
|
||
"description": "+2 Cards<n>For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.<line>When you discard this from play, you may exchange it for a Hero.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveller in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travellers.",
|
||
"name": "Warrior"
|
||
},
|
||
"Wine Merchant": {
|
||
"description": "+1 Buy<br>+4 Coins<n>Put this on your Tavern mat.<line>At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.",
|
||
"extra": "When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.",
|
||
"name": "Wine Merchant"
|
||
},
|
||
"Alchemist": {
|
||
"description": "+2 Carte\n+1 Azione\nQuando scarti questa carta dal gioco, puoi metterla in cima al tuo mazzo se hai una Pozione in gioco.",
|
||
"extra": " Quando lo giochi, peschi due carte e puoi giocare un'Azione addizionale in questo turno. Nella fase di Pulizia, quando lo scarti, se hai almeno una Pozione in gioco puoi mettere Alchimista in cima al tuo mazzo. E' opzionale e avviene prima di pescare la prossima mano. Se non hai carte nel mazzo quando lo fai, Alchimista diventa l'unica carta del mazzo. Se hai più di un Alchimista e una Pozione, puoi metterli tutti o alcuni sul tuo mazzo. Non è necessario che tu abbia comprato qualcosa con la Pozione, basta solo che tu l'abbia giocata.",
|
||
"name": "Alchimista"
|
||
},
|
||
"Apothecary": {
|
||
"description": "+1 Carta\n+1 Azione\nRivela le prima 4 carte del tuo mazzo. Metti le carte Rame e Pozione così rivelate nella tua mano. Metti le altre carte in cima al mazzo nell'ordine che preferisci.",
|
||
"extra": " Prima peschi una carta. Poi riveli le prime 4 carte del mazzo, metti tutti i Rame e le Pozioni nella tua mano, e rimetti il resto sul tuo mazzo. Se non ci sono 4 carte rimaste nel tuo mazzo, rivela quanto puoi e mescola per avere il resto. Se ancora non ci sono abbastanza carte, rivela quel che puoi. Qualsiasi carta che non sia ne Rame ne Pozione tornano sul tuo mazzo nell'ordine che vuoi. Non puoi scegliere di non prendere tutti i Rame e le Pozioni. Se dopo aver rivelato 4 carte non restano carte nel tuo mazzo, le carte che ci rimetti saranno le uniche carte nel tuo mazzo.",
|
||
"name": "Farmacista"
|
||
},
|
||
"Apprentice": {
|
||
"description": "+1 Azione\nElimina una carta dalla tua mano.\n+1 Carta per ogni Moneta del suo costo.\n+2 Carte se ha una Pozione nel suo costo.",
|
||
"extra": " Se non hai carte in mano rimaste da eliminare, non peschi carte. Se elimini una carta che costa 0 Coins, come Maledizione o Rame, non peschi carte. Altrimenti peschi una carta per ogni Moneta nel costo della carta eliminata, e altre due carte se aveva Pozione nel suo costo. Per esempio se elimini un Golem che costa 4 Coins e 1 Pozione, peschi 6 carte.",
|
||
"name": "Apprendista"
|
||
},
|
||
"Familiar": {
|
||
"description": "+1 Carta\n+1 Azione\nOgni altro giocatore ottiene una Maledizione.",
|
||
"extra": " Se non ci sono abbastanza Maledizioni per tutti quando giochi Famiglio, distribuiscile in ordine di turno a cominciare dal giocatore alla tua sinistra. Se giochi Famiglio senza Maledizioni rimaste, ricevi comunque +1 Carta e +1 Azione. Un giocatore che ottenga una Maledizione la mette scoperta nella sua pila degli scarti.",
|
||
"name": "Famiglio"
|
||
},
|
||
"Golem": {
|
||
"description": "Rivela carte dal tuo mazzo finchè non riveli due carte Azione che non siano Golem.\nScarta le altre carte, quindi gioca le due carte Azione nell'ordine che preferisci.",
|
||
"extra": " Rivela carte dalla cima del tuo mazzo, una alla volta, finchè non hai rivelato due carte Azione che non siano Golem. Se finisci le carte prima di rivelare due Azioni non Golem, mescola gli scarti (ma non le carte rivelate) e continua. Se finisci le carte e non hai scarto rimasto, tieni solo le Azioni che hai trovato. Scarta tutte le carte rivelate eccetto le carte Azione non Golem che hai trovato. Se non ne hai trovate, hai finito. Se ne hai trovata una, giocala. Se ne hai trovate due, giocale entrambe nell'ordine che vuoi. Non puoi scegliere di non giocare una di loro. Queste carte Azione non sono nella tua mano e quindi non sono influenzate da effetti che puntino carte nella tua mano. Per esempio, se una di loro è Sala del Trono non puoi giocarla sull'altra.",
|
||
"name": "Golem"
|
||
},
|
||
"Herbalist": {
|
||
"description": "+1 Acquisto\n+1 Coin\nQuando scarti questa carta dal gioco, puoi mettere una delle tue carte Tesoro dal gioco in cima al tuo mazzo.",
|
||
"extra": " Ricevi una Moneta extra da spendere in questo turno, e puoi comprare una carta addizionale nella fase Acquisto. Quando scarti questa carta dal gioco (di solito durante la fase Pulizia), puoi scegliere una carta Tesoro che hai in gioco e metterla in cima al tuo mazzo. Se non hai carte nel mazzo, quel Tesoro diventa l'unica carta del tuo mazzo. Scegli tu l'ordine in cui scartare carte nella fase Pulizia; quindi, per esempio, se hai Erborista, Pozione e Alchimista in gioco, potresti scegliere di scartare prima Alchimista, mettendolo sul mazzo, quindi scartare Erborista, e mettere la Pozione sul tuo mazzo. Se hai più di un Erborista in gioco, ognuno di loro ti può far mettere una carta Tesoro sul mazzo.",
|
||
"name": "Erborista"
|
||
},
|
||
"Philosopher's Stone": {
|
||
"description": "Quando giochi questa carta, conta le carte nel tuo mazzo e nella tua pila degli scarti.\nVale 1 Coin per ogni 5 carte che hai contato (per difetto).",
|
||
"extra": " Questa è una carta Tesoro. E' una carta Regno. Sarà presente solo in giochi in cui è presente come una delle 10 carte Regno. Viene giocata durante la tua fase Acquisto, come le altre carte Tesoro. Quando la giochi, conta il numero delle carte nel tuo mazzo e nella pila degli scarti, e dividi il totale per 5 (per difetto). Questo è il numero di Monete fornite dalla Pietra Filosofale. Una volta giocata, l'ammontare di Monete prodotte non cambia anche se il numero di carte cambia più avanti nel turno. La prossima volta che la giocherai, conta nuovamente. Se ne giochi copie multiple, ovviamente il numero sarà lo stesso per tutte loro. Non conta l'ordine delle carte nella tua pila degli scarti, ma quello del mazzo sì. Non modificarne l'ordine mentre conti! Potrai guardare nella tua pila degli scarti mentre conti. Puoi contare solo mazzo e pila degli scarti, non la tua mano o le carte messe da parte. Non puoi giocare altri Tesori dopo aver acquistato qualcosa nella tua fase Acquisto; quindi per esempio non puoi comprare una carta quindi giocare Pietra Filosofale e comprare un'altra carta.",
|
||
"name": "Pietra Filosofale"
|
||
},
|
||
"Possession": {
|
||
"description": "Il giocatore alla tua sinistra gioca un turno extra dopo di questo, in cui tu puoi vedere tutte le sue carte e prendere tutte le decisioni al posto suo. Ogni carta che otterrebbe in questo turno, la ottieni al posto suo; ogni sua carta che sarebbe eliminata viene messa da parte e rimessa nella sua pila degli scarti alla fine del turno.",
|
||
"extra": " Non stai giocando un turno col mazzo del giocatore alla tua sinistra; è quel giocatore a giocare il turno, con te a fare decisioni ed ottenere carte al suo posto. E' una differenza cruciale da tenere a mente quando si considerano le interazioni delle carte; il \"tu\" in tutte le carte si riferisce comunque al giocatore Posseduto, non il giocatore che Possiede. Possessione ha diversi effetti: puoi vedere le carte del giocatore Posseduto per l'intero turno, il che significa che vedrai la sua prossima mano durante la Pulizia. Vedrai anche qualsiasi carta egli possa vedere ai sensi delle regole; per esempio, puoi vedere le carte che ha messo da parte col Villaggio Indigeno. Puoi contare tutte le carte che può contare. Qualsiasi carta il giocatore Posseduto ottenga in qualsiasi modo, è da te ottenuta al suo posto; questo include carte Acquistate e carte ottenute tramite azioni. Le carte ottenute in questo modo vanno nella tua pila degli scarti, anche se sarebbero dovute andare nella sua mano o in cima al suo mazzo o altrove. Ottieni solo le sue carte, non i suoi segnalini (come quelli della Nave Pirata). Durante il turno Posseduto, ogni volta una carta del Posseduto è eliminata va messa da parte, e tornerò nella pila degli scarti del Posseduto a fine turno, dopo la Pulizia. Contano comunque come eliminate, quindi per esempio potresti avere +2 Monete dal Villaggio Minerario. Il fatto che a fine turno tornino negli scarti non le fa considerare ottenute. Le carte degli altri giocatori eliminate durante il turno Posseduto sono eliminate realmente. Le carte passate con Ballo in Maschera non sono ne ottenute ne eliminate, quindi passano normalmente. Le carte rimesse nella Riserva con Ambasciatore non sono eliminate, quindi tornano alla Riserva normalmente.",
|
||
"name": "Possessione"
|
||
},
|
||
"Scrying Pool": {
|
||
"description": "+1 Azione\nOgni giocatore (te incluso) rivela la carta in cima al proprio mazzo e la scarta o rimette a posto, tua scelta. Quindi rivela carte dalla cima del tuo mazzo fino a rivelarne una che non sia una carta Azione.\nMetti nella tua mano tutte le carte così rivelate.",
|
||
"extra": " Prima riveli la prima carta dal mazzo di ogni giocatore, e decidi se viene scartata o rimesso a posto. Dopo aver finito con queste decisioni, rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia una carta Azione. Se finisci le carte senza rivelare una non Azione, mescola gli scarti e continua. Se non hai scarto rimasto, fermati. Metti tutte le carte Azione rivelate nella tua mano, più la prima non Azione rivelata. Se la prima carta rivelata non era un'Azione, solo quella va nella tua mano. Carte di tipi multipli, di cui uno è Azione, sono Azioni.",
|
||
"name": "Divinazione"
|
||
},
|
||
"Transmute": {
|
||
"description": "Elimina una carta dalla tua mano. Se è una carta Azione, ottieni un Ducato. Una carta Tesoro, ottieni una Trasmutazione. Una carta Vittoria, ottieni un Oro.",
|
||
"extra": " Se non hai carte rimaste in mano da eliminare, non ottieni nulla. Se elimini una Maledizione con questa carta, non ottieni nulla: la Maledizione non è un'Azione, un Tesoro o una carta Vittoria. Se elimini una carta con più di un tipo, ottieni ogni cosa applicabile. Per esempio, se elimini una carta Azione - Vittoria (come Nobili) ottieni sia un Ducato che un Oro. Le carte ottenute vengono dalla Riserva e finiscono nella tua pila degli scarti. Se non ci sono carte appropriate da ottenere, non le ottieni.",
|
||
"name": "Trasmutazione"
|
||
},
|
||
"University": {
|
||
"description": "+2 Azioni\nPuoi ottenere una carta Azione che costi fino a 5 Coins.",
|
||
"extra": " Ottenere una carta Azione è opzionale. Se scegli di ottenerne una, viene dalla Riserva, deve costare non più di 5 Coins, e finisce nella tua pila degli scarti. Le carte di tipo multiplo, di cui uno è Azione, sono Azioni e possono essere ottenute in questo modo. Le carte con Pozione nel costo non possono essere ottenute da questa carta.",
|
||
"name": "Università"
|
||
},
|
||
"Vineyard": {
|
||
"description": "Vale 1 <VP> ogni 3 carte Azione nel tuo mazzo (per difetto).",
|
||
"extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto vittoria per ogni 3 carte Azione nel tuo mazzo (contando tutte le tue carte, la tua pila degli scarti e la mano fan parte del tuo mazzo a quel punto). Arrotonda per difetto; se hai 11 carte Azione, Vigna vale 3 punti vittoria. Durante la preparazione, metti 12 Vigne nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Vigna"
|
||
},
|
||
"Grey Mustang": {
|
||
"description": "+1 Card<n>(Victory cards may be discarded, then draw another)<n>+2 Actions<n>-1 Coin<br>(The coin is used for the entertainment of the precious thoroughbred.)<line>1 <*VP*><br>The victory point is counted at the end of the game.",
|
||
"extra": "",
|
||
"name": "Grey Mustang"
|
||
},
|
||
"Rabbits": {
|
||
"description": "+1 Card<n>+1 Action<br>All other players put a victory card from their hand on their deck.<br>If it's the <b>2nd Rabbits card</b> played (in this turn), players must also search through their discard pile for Victory cards if they have none in hand.<br>If it's the <b>3rd Rabbits card</b> (rabbit plague), all other players must put <b>all</b> Victory cards from their hand and discard pile on their deck.<br><b>Rabbits can only be defended against by Yard Dog.</b>",
|
||
"extra": "",
|
||
"name": "Rabbits"
|
||
},
|
||
"Yard Dog": {
|
||
"description": "+1 Card<n>+1 Action<br>Defends the section in which he dwells (hand, discard pile or deck) against any attack which aims at this section (only if he is or becomes visible or can be shown)",
|
||
"extra": "",
|
||
"name": "Yard Dog"
|
||
},
|
||
"Potion": {
|
||
"description": "1 <*POTION*>",
|
||
"extra": " Questa è una carta Tesoro base. Costa 4 Coins e produce una Pozione. Non è una carta Regno. Dopo che hai scelto 10 carte Regno per la Riserva, se qualsiasi di loro ha Pozioni nel costo aggiungi il mazzetto Pozione alla Riserva. Aggiungi il mazzetto Pozione se stai usando la carta promo Mercato Nero ed il suo mazzetto include almeno una carta con la Pozione nel costo. Se non hai carte con la Pozione nel costo nella Riserva o nel mazzetto del Mercato Nero, non usare il mazzetto Pozione in questa partita. Se hai un mazzetto Pozione, mettici tutte e 16 le Pozioni a prescindere dal numero di giocatori. In partite con questo mazzetto, se il mazzetto si svuota conta come uno dei tre che determinano il fine partita.",
|
||
"name": "Pozione"
|
||
},
|
||
"Copper": {
|
||
"description": "1 <*COIN*>",
|
||
"extra": " 60 carte per partita.",
|
||
"name": "Rame"
|
||
},
|
||
"Curse": {
|
||
"description": "-1 <*VP*>",
|
||
"extra": " Le Maledizioni sono un mazzetto disponibile nella Riserva a prescindere di quali altre carte ci siano nella Riserva. Con 2 giocatori, piazzare 10 Maledizioni nella Riserva. Con 3 giocatori, piazzare 20 Maledizioni nella Riserva. Con 4 giocatori, piazzare 30 Maledizioni nella Riserva. Con 5 giocatori, piazzare 40 Maledizioni nella Riserva. Con 6 giocatori, piazzare 50 Maledizioni nella Riserva.",
|
||
"name": "Maledizione"
|
||
},
|
||
"Duchy": {
|
||
"description": "3 <*VP*>",
|
||
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori..",
|
||
"name": "Ducato"
|
||
},
|
||
"Estate": {
|
||
"description": "1 <*VP*>",
|
||
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori.",
|
||
"name": "Tenuta"
|
||
},
|
||
"Gold": {
|
||
"description": "3 <*COIN*>",
|
||
"extra": " 30 carte per partita.",
|
||
"name": "Oro"
|
||
},
|
||
"Province": {
|
||
"description": "6 <*VP*>",
|
||
"extra": " Metti 8 carte nella Riserva in una partita con due giocatori. Mettine 12 nella Riserva in una partita con tre o più giocatori. Mettine 15 nella Riserva in un gioco con cinque giocatori. Mettine 18 nella Riserva in un gioco con sei giocatori.",
|
||
"name": "Provincia"
|
||
},
|
||
"Silver": {
|
||
"description": "2 <*COIN*>",
|
||
"extra": " 40 carte per partita.",
|
||
"name": "Argento"
|
||
},
|
||
"Start Deck": {
|
||
"description": "Player's starting deck of cards:<n>7 Copper cards<n>3 Estate cards",
|
||
"extra": "",
|
||
"name": "Player Start Deck"
|
||
},
|
||
"Trash": {
|
||
"description": "Pila delle carte eliminate.",
|
||
"name": "Carte Eliminate",
|
||
"extra": ""
|
||
},
|
||
"Colony": {
|
||
"description": "10 <*VP*>",
|
||
"extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' una carta Vittoria che vale 10 PV. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]",
|
||
"name": "Colonia"
|
||
},
|
||
"Platinum": {
|
||
"description": "5 <*COIN*>",
|
||
"extra": " Questa non è una carta Regno. Non la usi in ogni partita. E' un tesoro che vale 5 Coins. Se ci sono solo carte da Prosperità in questa partita, aggiungi i mazzetti Platino e Colonia alle carte base nella Riserva per la partita. Se è un mix di carte regno da Prosperità e da altri set, l'inclusione di Platino e Colonia va determinata casualmente, in base alla proporzione di carte Prosperità e non-Prosperità in uso. Per esempio, scegli una carta Regno a caso fra quelle usate (come la prima carta uscita di quelle scelte a caso, il che è equivalente a tirare 1d10 dopo che son state scelte tutte le carte) e se viene da Prosperità, aggiungi Platino e Colonia alla Riserva. Platino e Colonia non sono carte Regno; quando sono incluse, ci sono 10 carte Regno, più Rame, Argento, Oro, Platino, Tenuta, Ducato, Provincia, Colonia e Maledizione nella Riserva. Durante la preparazione, metti 12 Colonie nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. [Usa tutti e 12 i Platino a prescindere dal numero dei giocatori. Platino e Colonia si usano assieme, non una senza l'altra.]",
|
||
"name": "Platino"
|
||
},
|
||
"Bag of Gold": {
|
||
"description": "+1 Azione\nOttieni una carta Oro, mettendola in cima al tuo mazzo.\n(Questa carta non è nella Riserva.)",
|
||
"extra": " L'Oro che ottieni viene dalla Riserva e finisce in cima al tuo mazzo. Se il tuo mazzo non ha carte rimaste, diventa l'unica carta del tuo mazzo. Se non è rimasto Oro nella Riserva, non ne ottieni. Questo è un Premio; vedi le Regole Addizionali.",
|
||
"name": "Borsa d'Oro"
|
||
},
|
||
"Diadem": {
|
||
"description": "2 <*COIN*><n>Quando giochi questa carta, +1 Coin per ogni Azione inutilizzata che ti rimane (Azioni, non carte Azione).\n(Questa carta non è nella Riserva.)",
|
||
"extra": " Questo è un Tesoro che vale 2 Coins, come Argento. Lo giochi nella tua fase Acquisto, come gli altri Tesori. Quando lo giochi, ricevi +1 Coin extra per ogni Azione inutilizzata che ti resta. Questo significa Azioni, non carte Azione. Quindi per esempio se giochi Villaggio Agricolo (che ti da' +2 Azioni) e poi Diadema, il Diadema ti darà +2 Coins extra, per 4 Coins totali. Se non giochi carte Azione del tutto nel tuo turno, ne avrai una inutilizzata, ottenendo 3 Coins in totale dal Diadema. Questo è un Premio; vedi le Regole Addizionali. ",
|
||
"name": "Diadema"
|
||
},
|
||
"Fairgrounds": {
|
||
"description": "Vale 2 <VP> per ogni 5 carte dal nome diverso nel tuo mazzo (per difetto)",
|
||
"extra": " Alla fine della partita, questa carta vale 2 PV ogni 5 carte dal nome diverso nel tuo mazzo, per difetto. Quindi se hai da 0 a 4 carte diverse, vale 0 PV; se ne hai da 5 a 9, vale 2 PV; da 10 a 14, vale 4 PV; da 15 a 19, vale 6 PV e così via. Di base ci sono solo 17 carte diverse disponibili in ogni partita, ma a volte potrebbero esserci più carte, ad esempio a causa della regola di preparazione di Giovane Strega, o per il Torneo. Durante la preparazione, metti 12 Mercatini nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Mercatino"
|
||
},
|
||
"Farming Village": {
|
||
"description": "+2 Azioni\nRivela carte dalla cima del tuo mazzo fin quando non riveli una carta Azione o una Carta Tesoro. Metti quella carta nella tua mano e scarta le altre carte rivelate.",
|
||
"extra": " Rivela carte dalla cima del tuo mazzo fin quando non riveli una carta Tesoro o Azione. Se finisci le carte prima di trovarne una, mescola il tuo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trovi una, scarta semplicemente tutte le carte rivelate. Se trovi una carta Azione o Tesoro, mettila nella tua mano e scarta il resto delle carte rivelate. Una carta di tipi multipli, uno dei quali sia Tesoro o Azione (per esempio Diadema, che è Tesoro - Premio), è una carta Tesoro o Azione e quindi verrà pescata da questo. Non scegli Azione o Tesoro; ti fermi sulla prima carta che sia di uno dei due tipi. ",
|
||
"name": "Villaggio Agricolo"
|
||
},
|
||
"Followers": {
|
||
"description": "+2 Carte\nOttieni una Tenuta. Ogni altro giocatore ottiene una Maledizione e scarta fino ad avere 3 carte in mano.\n(Questa carta non è nella Riserva.)",
|
||
"extra": " Fai le cose nell'ordine riportato. Peschi 2 carte; poi ottieni una Tenuta dalla Riserva, mettendola nel tuo scarto; quindi ogni altro giocatore ottiene una Maledizione dalla riserva, mettendola nel suo scarto; quindi ogni altro giocatore scarta fino ad avere 3 carte in mano. Un giocatore con 3 o meno carte in mano non scarta nessuna carta. Se non ci sono Tenute rimaste, non ne ottieni. Se non ci sono abbastanza Maledizioni rimasta, distribuisci quelle che ci sono in ordine di turno. Questo è un Premio; vedi le Regole Addizionali. ",
|
||
"name": "Seguaci"
|
||
},
|
||
"Fortune Teller": {
|
||
"description": "+2 Coins\nOgni altro giocatore rivela carte dalla cima del proprio mazzo fino a rivelare una carta Vittoria o una Maledizione. La mette in cima al proprio mazzo e scarta le altre carte rivelate.",
|
||
"extra": " Ogni altro giocatore rivela carte dalla cima del suo mazzo finchè non rivela una carta Vittoria o Maledizione. Se finisce le carte prima di trovarne una, mescola il suo scarto (ma non le carte rivelate), e continua a rivelare carte. Se ancora non ne trova nessuna, semplicemente scarte tutte le carte rivelate. Se ne trova una, mette la carta Vittoria o Maledizione in cima al suo mazzo, e scarta le altre carte rivelate. Se il sua mazzo non ha altre carte rimaste, diventa l'unica carta nel suo mazzo. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili) è una carta Vittoria. Non scegli Vittoria o Maledizione; l'effetto finisce alla prima carta che sia di uno dei due tipi. ",
|
||
"name": "Indovina"
|
||
},
|
||
"Hamlet": {
|
||
"description": "+1 Carta\n+1 Azione\nPuoi scartare una carta; Se lo fai, +1 Azione.\nPuoi scartare una carta; Se lo fai, +1 Acquisto.",
|
||
"extra": " Prima peschi una carta, e ricevi +1 Azione. Quindi puoi scartare una carta per ricevere un ulteriore +1 Azione, o scartare una carta per ricevere +1 Acquisto, o scartare 2 carte per ricevere entrambi i bonus, o non scartare nulla per non ricevere nulla. Ricevi solo il +1 Azione e +1 Acquisto extra se hai davvero scartato una carta per essi. Non puoi scartare più carte per ricevere più +1 Azione o più +1 Acquisto. ",
|
||
"name": "Borgo"
|
||
},
|
||
"Harvest": {
|
||
"description": "Rivela le prima 4 carte del tuo mazzo, quindi scartele. +1 Coin per ogni carta dal nome differente rivelata.",
|
||
"extra": " Rivela le prime 4 carte del tuo mazzo. Se non ci sono abbastanza carte, rivela quel che puoi, mescola il tuo scarto, e rivela il resto. Se ancora non ci sono 4 carte in totale da rivelare, rivela quel che puoi. Scarti le carte rivelate, e ricevi +1 Coin per ogni carta dal nome diverso rivelata. Per esempio se avessi rivelato Rame, Argento, Rame, Tenuta riceveresti +3 Coins. ",
|
||
"name": "Mietitura"
|
||
},
|
||
"Horn of Plenty": {
|
||
"description": "0 Coins\nQuando giochi questa carta, ottieni una carta che costi fino a 1 Coin per ogni carta di nome differente che tu abbia in gioco, inclusa questa. Se usi Cornucopia per ottenere una carta Vittoria, elimina Cornucopia.",
|
||
"extra": " Questa è una carta Tesoro che vale 0 Coins. La giochi nella tua fase Acquisto, come gli altri Tesori. Non produce Monete da spendere. Comunque, quando la giochi, ottieni una carta che costi fino al numero di carte dal nome diverso che hai in gioco. Include se stessa, altri Tesori giocati, Azioni giocate, e qualsiasi carta Durata dal turno precedente. Conta solo le carte attualmente in gioco, non quelle che c'erano ma non ci sono più; se per esempio avessi giocato un Banchetto in questo turno, lo avresti eliminato, quindi non sarebbe in gioco e non conterebbe per Cornucopia. La carta che ottieni deve venire dalla Riserva, e finisce nel tuo scarto. Se è una carta Vittoria, elimina Cornucopia. Carte di tipi multipli, di cui uno è Vittoria (come Nobili) sono carte Vittoria. Non sei obbligato a giocare Cornucopia nella tua fase Acquisto, e scegli tu l'ordine in cui giochi i Tesori. Non elimini Cornucopia se ottieni una carta Vittora in qualche altro mondo mentre è in gioco (per esempio comprandola). ",
|
||
"name": "Cornucopia"
|
||
},
|
||
"Horse Traders": {
|
||
"description": "+1 Acquisto\n+3 Coins\nScarta 2 Carte\nQuando un altro giocatore usa una carta Attacco, puoi mettere da parte questa carta dalla tua mano. Se lo fai, all'inizio del tuo prossimo turno +1 Carta e rimetti nella tua mano il Mercante di Cavalli.",
|
||
"extra": " quando giochi questa carta, ricevi +1 Acquisto e +3 Coins, e scarti 2 carte dalla tua mano. Se non hai abbastanza carte da scartare, scarta quel che puoi; ricevi comunque +1 Acquisto e +3 Coins. Quando un altro giocatore usa una carta Attacco, prima che quella carta faccia qualsiasi cosa puoi rivelare questa carta dalla tua mano. Se lo fai, mettila da parte e all'inizio del tuo prossimo turno la rimetti nella tua mano e peschi una carta. Mentre è messa da parte, non è ne in gioco ne nella tua mano, e non può ulteriormente essere messa rivelata agli Attacchi. Quindi funzionerà solo una volta per giro di turni. Puoi rivelarla per un Attacco e ancora giocarla nel tuo prossimo turno. Puoi rivelare più di un Mercante di Cavalli in risposta a un singolo Attacco. Per esempio, se un altro giocatore usa Seguaci, potresti rivelare e mettere da parte due Mercanti di Cavalli dalla tua mano, ottenere una Maledizione e non scartare carte, visto che avresti 3 carte in mano a quel punto. Quindi al tuo prossimo turno riprenderesti in mano i due Mercanti di Cavalli e pescheresti altre due carte. ",
|
||
"name": "Mercanti di Cavalli"
|
||
},
|
||
"Hunting Party": {
|
||
"description": "+1 Carta\n+1 Azione\nRivela la tua mano. Rivela carte dalla cima del tuo mazzo fino a rivelare una carta che non sia un duplicato di nessuna delle tua carte in mano, metti in mano quella carta e scarta le altre carte rivelate.",
|
||
"extra": " Prima peschi una carta e ricevi +1 Azione. Quindi riveli la tua mano, e riveli carte dalla cima del tuo mazzo fino a rivelarne una che non sia un duplicato di una carte nella tua mano. Una carta non è un duplicato di una nella tua mano se non ha lo stesso nome di nessuna delle carte nella tua mano. Se finisci le carte mentre riveli carte, mescola il tuo scarto (ma non le carte rivelate) e continua a rivelare carte. Se ancora non ne trovi nessuna, scarta solo tutte le carte rivelate del tuo mazzo. Se trovi una carta diversa da tutte le carte nella tua mano, mettila in mano e scarta le altre carte rivelate. ",
|
||
"name": "Battuta di Caccia"
|
||
},
|
||
"Jester": {
|
||
"description": "+2 Coins\nOgni altro giocatore scarta la carta in cima al proprio mazzo. Se è una carta Vittoria ottiene una Maledizione. Altrimenti, ottiene una copia della carta scartata o la ottieni tu, a tua scelta.",
|
||
"extra": " Ogni giocatore senza carte nel mazzo mescola lo scarto per avere una carta da scartare. Se ancora non ha carta, non scarta. Per ogni giocatore che abbia scartato una carta, se è una carta Vittoria questi ottiene una Maledizione, altrimenti scegli se quel giocatore ottiene una copia di quella carta o se la ottieni tu. Le copie ottenute e le Maledizioni vengono dalla Riserva e finiscono nelle pile dello scarto di chi le ha ottenute. Se viene rivelata una carta di cui non sono rimaste copie nella Riserva, nessuno ne ottiene copie. Questo Attacco colpisce gli altri giocatori in ordine di turno. Una carta di tipi multipli, di cui uno sia Vittoria (come Nobili), è una carta Vittoria. ",
|
||
"name": "Giullare"
|
||
},
|
||
"Menagerie": {
|
||
"description": "+1 Azione\nRivela la tua mano.\nSe non ci sono carte con lo stesso nome, +3 Carte.\nAltrimenti, +1 Carta.",
|
||
"extra": " Se ci sono due o più carte nella tua mano con lo stesso nome, peschi solo una carta; se non ci sono duplicati, peschi tre carte. Contano solo i nomi delle carte per questo; Rame e Argento sono due carte diverse per esempio, anche se entrambe sono Tesori. Se non hai del tutto carte in mano dopo aver giocato Serraglio, non hai duplicati in mano e quindi peschi +3 Carte. ",
|
||
"name": "Serraglio"
|
||
},
|
||
"Princess": {
|
||
"description": "+1 Acquisto\nMentre questa carta è in gioco, le carte costano 2 Coins in meno, ma non meno di 0 Coins.\n(Questa carta non è nella Riserva.)",
|
||
"extra": " Questa carta rende tutte le altre carte più economiche (minimo 0 carte) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte più economiche. Si applica alle carte ovunque: nella Riserva, in mano, nei mazzi. Per esempio se giochi Principessa e poi Rifacimento, eliminando un Rame potresti ottenere un Argento, visto che l'Argento costerebbe una Moneta mentre il Rame ne costerebbe comunque 0. Usare Sala del Trono su Principessa non fa costare di meno le carte, visto che c'è comunque una sola copia di Principessa in gioco. Questo è un Premio; vedi le Regole Addizionali. ",
|
||
"name": "Principessa"
|
||
},
|
||
"Remake": {
|
||
"description": "Fallo due volte: Elimina una carta della tua mano, quindi ottiene una carta che costi esattamente 1 Coin in più della carta eliminata.",
|
||
"extra": " Elimina una carta dalla tua mano, e ottieni una carta che costi esattamente 1 Coin più di essa; quindi elimina un'altra carta dalla tua mano, e ottieni una carta che costi esattamente 1 Coin più di quella carta. Se non hai carte in mano, non elimini niente e non ottieni niente; se hai solo una carta in mano, eliminala e ottieni una carta che costi 1 Coin più di essa. Le carte ottenute vengono dalla Riserva e sono poste nel tuo scarto. Se non c'è una carta del costo esatto necessario, non ottieni carte per quella carta eliminata. Per esempio potresti usare Rifacimento per eliminare una Tenuta, ottenendo un Argento, e quindi eliminare un Rame, ottenendo nulla. ",
|
||
"name": "Rifacimento"
|
||
},
|
||
"Tournament": {
|
||
"description": "+1 Azione\nOgni giocatore può rivelare una carta Provincia dalla sua mano. Se tu lo fai, scartala ed ottieni un Premio (dal mazzetto Premio) o un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se nessun'altro rivela una carta Provincia, +1 Carta +1 Coin.",
|
||
"extra": " Per prima cosa ricevi +1 Azione. Quindi ogni altro giocatore, te incluso, può rivelare una carta Provincia dalla propria mano. Quindi, se hai rivelato una Provincia, scarta quella carte e ottieni un Premio a tua scelta oppure un Ducato, mettendo la carta ottenuta in cima al tuo mazzo. Se non c'erano carte nel tuo mazzo, essa diventa l'unica carta nel tuo mazzo. Ci sono 5 Premi, disposti all'inizio della partita; vedi la Preparazione. Puoi ottenere Premi solo dal mazzetto Premi. Puoi ottenere qualsiasi Premio dal mazzetto Premi; non sei obbligato ad ottenere quello in cima. Puoi ottenere un Ducato, che i Premi siano o no terminati. Puoi scegliere di ottenere un Ducato anche se il mazzetto Ducati è vuoto, o un Premio anche se non ne sono rimasti; in questi casi non ottieni nulla. Dopo aver ottenuto o meno la tua carta, se nessun'altro giocatore ha rivelato Province peschi una carta e ricevi +1 Coin. ",
|
||
"name": "Torneo"
|
||
},
|
||
"Trusty Steed": {
|
||
"description": "Scegli due: +2 Carte; o +2 Azioni; o +2 Coins; o ottieni 4 carte Argento e metti tutto il tuo mazzo nella pila degli scarti.\n(Questa carta non è nella Riserva.)",
|
||
"extra": " Scegli due delle quattro opzioni; quindi svolgi le opzioni nell'ordine riportato. Quindi se scegli +2 Carte e l'ultima opzione, pescherai le carte prima di ottenere gli Argenti e mettere il tuo mazzo nello scarto. L'ultima opzione fa sia ottenere gli Argenti che mettere il mazzo nello scarto. Gli Argenti vengono dalla Riserva; se ce n'è meno di 4 rimasti, ottieni quelli che puoi. Non guardi nel tuo mazzo mentre lo metti nello scarto. Questo è un Premio; vedi le Regole Addizionali. ",
|
||
"name": "Destriero Fedele"
|
||
},
|
||
"Young Witch": {
|
||
"description": "+2 Carte\nScarta 2 carte. Ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano.\nSe non lo fa, ottiene una Maledizione.\nPreparazione: Aggiungi un mazzetto extra di carte Regno che costi 2 o 3 Coins alla Riserva. Le carte da quel mazzetto sono carte Scongiuro.",
|
||
"extra": " Questa carta fa sì che ci sia un mazzetto extra nella Riserva, chiamato mazzetto Scongiuro; vedi Preparazione. Il mazzetto extra è come tutti gli altri mazzetti Regno: può essere comprato, ottenuto con carte come Cornucopia, conta per il fine partita. Quando giochi Giovane Strega, dopo aver pescato 2 carte e scartato 2 carte, ogni altro giocatore può rivelare una carta Scongiuro dalla sua mano; se non lo fa, ottiene una Maledizione. Questo Attacco colpisce gli altri giocatori in ordine di turno. I giocatori possono comunque rispondere alla Giovane Strega con carte Reazione come Mercante di Cavalli o Fossato; questi si applicano prima dello Scongiuro. Se la carta Stanza Segreta è lo Scongiuro, prima puoi rivelarla per la sua abilità di Reazione, e poi, se è ancora nella tua mano, puoi rivelarla come Scongiuro per evitare di ottenere una Maledizione. ",
|
||
"name": "Giovane Strega"
|
||
},
|
||
"Altar": {
|
||
"description": "Trash a card from your hand. Gain a card costing up to 5 Coins.",
|
||
"extra": "You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.",
|
||
"name": "Altar"
|
||
},
|
||
"Armory": {
|
||
"description": "Gain a card costing up to 4 Coins, putting it on top of your deck.",
|
||
"extra": "The card you gain comes from the Supply and is put on top of your deck.",
|
||
"name": "Armory"
|
||
},
|
||
"Band of Misfits": {
|
||
"description": "Play this as if it were an Action card in the Supply costing less than it that you choose.<n>This is that card until it leaves play.",
|
||
"extra": "When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile",
|
||
"name": "Band of Misfits"
|
||
},
|
||
"Bandit Camp": {
|
||
"description": "+1 Card<br>+2 Actions<n>Gain a Spoils from the Spoils pile.",
|
||
"extra": "Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.",
|
||
"name": "Bandit Camp"
|
||
},
|
||
"Beggar": {
|
||
"description": "Gain 3 Coppers, putting them into your hand.<line>When another player plays an Attack card, you may discard this.<n>If you do, gain two Silvers, putting one on top of your deck.",
|
||
"extra": "When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.",
|
||
"name": "Beggar"
|
||
},
|
||
"Catacombs": {
|
||
"description": "Look at the top 3 cards of your deck.<n>Choose one: Put them into your hand;<n>or discard them and +3 Cards.<line>When you trash this, gain a cheaper card.",
|
||
"extra": "When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.",
|
||
"name": "Catacombs"
|
||
},
|
||
"Count": {
|
||
"description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.<n><n>Choose one: +3 Coins; or trash your hand; or gain a Duchy.",
|
||
"extra": "This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.",
|
||
"name": "Count"
|
||
},
|
||
"Counterfeit": {
|
||
"description": "1 <*COIN*><br><br>+1 Buy<n>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure",
|
||
"extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.",
|
||
"name": "Counterfeit"
|
||
},
|
||
"Cultist": {
|
||
"description": "+2 Cards<n>Each other player gains a Ruins. You may play a Cultist from your hand.<line>When you trash this, +3 Cards.",
|
||
"extra": "When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.",
|
||
"name": "Cultist"
|
||
},
|
||
"Death Cart": {
|
||
"description": "+5 Coins<n>You may trash an Action card from your hand. If you don't, trash this.<line>When you gain this, gain 2 Ruins.",
|
||
"extra": "When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.",
|
||
"name": "Death Cart"
|
||
},
|
||
"Feodum": {
|
||
"description": "Worth 1<VP> for every 3 Silvers in your deck (round down).<line>When you trash this, gain 3 Silvers.",
|
||
"extra": "This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.",
|
||
"name": "Feodum"
|
||
},
|
||
"Forager": {
|
||
"description": "+1 Action<br>+1 Buy<n>Trash a card from your hand.<n>+1 Coin per differently named Treasure in the trash.",
|
||
"extra": "Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin per differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coins. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||
"name": "Forager"
|
||
},
|
||
"Fortress": {
|
||
"description": "+1 Card<br>+2 Actions<line>When you trash this, put it into your hand.",
|
||
"extra": "When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.",
|
||
"name": "Fortress"
|
||
},
|
||
"Graverobber": {
|
||
"description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.",
|
||
"extra": "You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.",
|
||
"name": "Graverobber"
|
||
},
|
||
"Hermit": {
|
||
"description": "Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.<line>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.",
|
||
"extra": "When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.",
|
||
"name": "Hermit"
|
||
},
|
||
"Hovel": {
|
||
"description": "When you buy a Victory card, you may trash this from your hand.",
|
||
"extra": "This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.",
|
||
"name": "Hovel"
|
||
},
|
||
"Hunting Grounds": {
|
||
"description": "+ 4 Cards<line>When you trash this, gain a Duchy or 3 Estates.",
|
||
"extra": "When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.",
|
||
"name": "Hunting Grounds"
|
||
},
|
||
"Ironmonger": {
|
||
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck; you may discard it. Either way, if it is an…<n>Action card, +1 Action<n>Treasure card, +1 Coin<n>Victory card, +1 Card",
|
||
"extra": "First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.",
|
||
"name": "Ironmonger"
|
||
},
|
||
"Junk Dealer": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Coin<n>Trash a card from your hand.",
|
||
"extra": "You have to trash a card from your hand if you can. You draw before trashing.",
|
||
"name": "Junk Dealer"
|
||
},
|
||
"Knights": {
|
||
"description": "Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<line>Each card has the same trashing attack ability - \"Each other player reveals the top 2 cards of their deck, trashes one of them costing from 3 Coin to 6 Coin, and discards the rest. If a Knight is trashed by this, trash this card\" - and a unique second ability:<left>5 Coin<u>Dame Anna</u>: You may trash up to 2 cards from your hand.</left><left>5 Coin<u>Dame Josephine</u>: 2 <VP></left><left>5 Coin<u>Dame Molly</u>: +2 Actions</left><left>5 Coin<u>Dame Natalie</u>: You may gain a card costing up to 3 Coin.</left><left>5 Coin<u>Dame Sylvia</u>: +2 Coin</left><left>5 Coin<u>Sir Bailey</u>: +1 Card +1 Action</left><left>5 Coin<u>Sir Destry </u>: +2 Cards</left><left>4 Coin<u>Sir Martin </u>: +2 Buys</left><left>5 Coin<u>Sir Michael</u>: Each other player discards down to 3 cards in hand.</left><left>5 Coin<u>Sir Vander</u>: When you trash this, gain a Gold.</left>",
|
||
"extra": "This is a pile with 10 differently-named unique Knights with a single randomizer card. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards. The ability they have in common is, each other player reveals the top two cards of their deck, trashes one of them that they choose that costs from 3 Coin to 6 Coin, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion (from Alchemy) or Debt (from Empires) in the cost do not cost from 3 Coin to 6 Coin. The player losing a card only gets a choice if both cards revealed cost from 3 Coin to 6 Coin. If they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
|
||
"name": "Knights"
|
||
},
|
||
"Madman": {
|
||
"description": "+2 Actions<n>Return this to the Madman pile. If you do, +1 Card per card in your hand.<n><i>(This card is not in the supply.)</i>",
|
||
"extra": "This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.",
|
||
"name": "Madman"
|
||
},
|
||
"Marauder": {
|
||
"description": "Gain a Spoils from the Spoils pile.<n>Each other player gains a Ruins.",
|
||
"extra": "First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.",
|
||
"name": "Marauder"
|
||
},
|
||
"Market Square": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Buy<line>When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.",
|
||
"extra": "When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.",
|
||
"name": "Market Square"
|
||
},
|
||
"Mercenary": {
|
||
"description": "You may trash 2 cards from your hand.<n>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.",
|
||
"name": "Mercenary"
|
||
},
|
||
"Mystic": {
|
||
"description": "+1 Action<br>+ 2 Coins<n>Name a card.<n>Reveal the top card of your deck.<n>If it's the named card, put it into your hand.",
|
||
"extra": "You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.",
|
||
"name": "Mystic"
|
||
},
|
||
"Necropolis": {
|
||
"description": "+2 Actions",
|
||
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.",
|
||
"name": "Necropolis"
|
||
},
|
||
"Overgrown Estate": {
|
||
"description": "0<*VP*><line>When you trash this, +1 Card.",
|
||
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.",
|
||
"name": "Overgrown Estate"
|
||
},
|
||
"Pillage": {
|
||
"description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.<n>Gain 2 Spoils from the Spoils pile.",
|
||
"extra": "First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.",
|
||
"name": "Pillage"
|
||
},
|
||
"Poor House": {
|
||
"description": "+4 Coins<n>Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.",
|
||
"extra": "First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.",
|
||
"name": "Poor House"
|
||
},
|
||
"Procession": {
|
||
"description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.",
|
||
"extra": "Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.",
|
||
"name": "Procession"
|
||
},
|
||
"Rats": {
|
||
"description": "+1 Card<br>+1 Action<n>Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<line>When you trash this, +1 Card.",
|
||
"extra": "Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.",
|
||
"name": "Rats"
|
||
},
|
||
"Rebuild": {
|
||
"description": "+ 1 Action<n>Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.",
|
||
"extra": "You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.",
|
||
"name": "Rebuild"
|
||
},
|
||
"Rogue": {
|
||
"description": "+ 2 Coins<n>If there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.",
|
||
"extra": "If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.",
|
||
"name": "Rogue"
|
||
},
|
||
"Ruins": {
|
||
"name": "Rovine",
|
||
"description": "<left><u>Abandoned Mine</u>: +1 Coin</left><left><u>Ruined Library</u>: +1 Card</left><left><u>Ruined Market</u>: +1 Buy</left><left><u>Ruined Village</u>: +1 Action</left><left><u>Survivors</u>: Look at the top 2 cards of your deck. Discard them or put them back in any order.</left>",
|
||
"extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.<n>Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition."
|
||
},
|
||
"Sage": {
|
||
"description": "+1 Action<n>Reveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.",
|
||
"extra": "If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.",
|
||
"name": "Sage"
|
||
},
|
||
"Scavenger": {
|
||
"description": "+2 Coins<n>You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.",
|
||
"extra": "Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.",
|
||
"name": "Scavenger"
|
||
},
|
||
"Spoils": {
|
||
"description": "3 <*COIN*><n>When you play this, return it to the Spoils pile.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.",
|
||
"name": "Spoils"
|
||
},
|
||
"Squire": {
|
||
"description": "+1 Coin<n>Choose one: +2 Actions; or +2 Buys; or gain a Silver.<line>When you trash this, gain an Action card.",
|
||
"extra": "When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.",
|
||
"name": "Squire"
|
||
},
|
||
"Storeroom": {
|
||
"description": "+1 Buy<n>Discard any number of cards.<n>+1 Card per card discarded.<n>Discard any number of cards.<n>+ 1 Coins per card discarded the second time.",
|
||
"extra": "Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.",
|
||
"name": "Storeroom"
|
||
},
|
||
"Urchin": {
|
||
"description": "+1 Card<br>+1 Action<n>Each other player discards down to 4 cards in hand.<line>When you play another Attack card with this in play, you may trash this.<n>If you do, gain a Mercenary from the Mercenary pile.",
|
||
"extra": "When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.",
|
||
"name": "Urchin"
|
||
},
|
||
"Vagrant": {
|
||
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.",
|
||
"extra": "You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.",
|
||
"name": "Vagrant"
|
||
},
|
||
"Wandering Minstrel": {
|
||
"description": "+1 Card<br>+2 Actions<n>Reveal the top 3 cards of your deck.<n>Put the Actions back on top in any order and discard the rest.",
|
||
"extra": "First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.",
|
||
"name": "Wandering Minstrel"
|
||
},
|
||
"Adventurer": {
|
||
"description": "Rivela carte dal tuo mazzo fino a rivelare 2 carte Tesoro. Metti queste carte Tesoro nella tua mano e scarta le altre carte rivelate.",
|
||
"extra": " Se finisce il mazzo mentre riveli carte, mescola. Non mescolarvi dentro le carte rivelate in quanto queste carte non vanno nella pila degli scarti finchè non finisci di rivelare carte. Se finisci le carte dopo aver mescolato ed hai trovato una sola carta Tesoro, metti in mano solo quella carta Tesoro.",
|
||
"name": "Esploratore"
|
||
},
|
||
"Chancellor": {
|
||
"description": "+2 Coins<n>Puoi mettere immediatamente il tuo mazzo nella pila degli scarti.",
|
||
"extra": " Devi risolvere il Cancelliere (decidere se scartare o no il tuo mazzo) prima di fare altre cose nel tuo turno, come decidere cosa comprare o giocare un'altra carta Azione. Non puoi guardare nel tuo mazzo mentre lo scarti .",
|
||
"name": "Cancelliere"
|
||
},
|
||
"Feast": {
|
||
"description": "Elimina questa carta. Ottieni una carta che costi fino a 5 Coins.",
|
||
"extra": " La carta ottenuta finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Se usi Sala del Trono su Banchetto ottieni due carte, anche se puoi eliminare Banchetto solo una volta. Ottenere la carta non è legato all'eliminazione del Banchetto; sono solo due cose separata che la carte ti fa fare.",
|
||
"name": "Banchetto"
|
||
},
|
||
"Spy": {
|
||
"description": "+1 Carta<br>+1 Azione<n>Ogni giocatore (incluso te) rivela la carta in cima al proprio mazzo, per poi scartarla o rimetterla al suo posto a tua scelta.",
|
||
"extra": " La Spia porta tutti i giocatori, incluso chi l'ha giocata, a rivelare la carta in cima al proprio mazzo. Nota che peschi la tua carta per aver giocato la Spia prima che qualsiasi carta venga rivelata. Chiunque non abbia carta rimaste nel mazzo deve mescolare per avere qualcosa da rivelare. Chiunque non abbia carte nonostante aver mescolato non rivela nulla. Il primo a rivelare è chi ha giocato la carta, quindi gli altri in ordine di turno. Le carte rivelate che non sono scartate tornano in cima al loro mazzo.",
|
||
"name": "Spia"
|
||
},
|
||
"Thief": {
|
||
"description": "Ogni altro giocatore rivela le prime due carte del suo mazzo. Se fra le carte rivelate ci sono carte Tesoro, ne elimina una di tua scelta. Puoi ottenere le carte eliminate. Le altre carte rivelate vengono scartate.",
|
||
"extra": " Un giocatore con solo una carta rimasta nel mazzo rivela quella carta e poi mescola per avere l'altra carta da rivelare (senza includere la carta appena rivelata); un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che nonostante abbia mescolato non possegga le due carte da rivelare rivela quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato il Ladro, quindi quest'ultimo può ottenere qualsiasi carta eliminata che voglia. Si possono ottenere solo i Tesori appena eliminati, non quelli eliminati nei precedenti turni. Si possono ottenere tutti, alcuni o nessuno. I Tesori ottenuti vanno nella pila degli scarti. Quelli non ottenuti restano nella Pila delle Carte Eliminate.",
|
||
"name": "Ladro"
|
||
},
|
||
"Woodcutter": {
|
||
"description": "+1 Acquisto<br>+2 Coins",
|
||
"extra": " Durante la tua fase Acquisto, aggiungi 2 Coins al valore totale delle carte Tesoro che hai giocato, e puoi comprare un'ulteriore carta dalla Riserva.",
|
||
"name": "Taglialegna"
|
||
},
|
||
"Bureaucrat": {
|
||
"description": "Ottieni una carta Argento; mettila in cima al tuo mazzo. Ogni altro giocatore rivela una carta Vittoria dalla sua mano e la mette sul suo mazzo (o rivela una mano senza carte Vittoria).",
|
||
"extra": " Se non hai carte rimaste nel tuo mazzo quando giochi questa carta, la carta Argento che ottieni diventerà l'unica carta del tuo mazzo. Analogamente, se un altro giocatore non ha carte rimaste nel suo mazzo, la carta Vittoria che vi mette in cima diventerà l'unica carta del suo mazzo .",
|
||
"name": "Burocrate"
|
||
},
|
||
"Cellar": {
|
||
"description": "+1 Azione<n>Scarta qualsiadi numero di carte. +1 Carta per carta scartata.",
|
||
"extra": " Non puoi scartare il Sotterraneo con se stesso, siccome non è più nella tua mano quando ne risolvi l'effetto. Scegli quali carte scartare e le scarti tutte assieme. Peschi le carte solo dopo aver scartato. Se devi mescolare per pescare, le carte scartate si mesconlano con le altre .",
|
||
"name": "Sotterraneo"
|
||
},
|
||
"Chapel": {
|
||
"description": "Elimina fino a 4 carte dalla tua mano.",
|
||
"extra": " Non puoi eliminare la stessa Cappella dal momento che non si trova nella tua mano quando ne risolvi l'effetto. Potresti eliminare un'altra carta Cappella se fosse nella tua mano .",
|
||
"name": "Cappella"
|
||
},
|
||
"Council Room": {
|
||
"description": "+4 Carte<br>+1 Acquisto<n>Ogni altro giocatore pesca una carta.",
|
||
"extra": " Gli altri giocatori devono pescare una carta che lo vogliano o meno. Tutti i giocatori mescolano, se necessario.",
|
||
"name": "Sala del Consiglio"
|
||
},
|
||
"Festival": {
|
||
"description": "+2 Azioni<br>+1 Acquisto<br>+2 Coins",
|
||
"extra": " Se giochi più di una Fiera, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne rimangono; il trucco funziona ogni volta (esempio: \"Gioco Fiera e mi restano due Azioni. Gioco Mercato e mi restano due Azioni. Gioco un'altra Fiera e adesso mi restano tre Azioni...).",
|
||
"name": "Fiera"
|
||
},
|
||
"Gardens": {
|
||
"description": "Variabile, Vale 1 <VP> ogni 10 carte nel tuo mazzo (per difetto).",
|
||
"extra": " Questa carta Regno è una carta Vittoria, non una carta Azione. Non serve a nulla fino alla fine della partita, quando varrà un punto vittoria per ogni 10 carte nel tuo mazzo (contando tutte le carte - la tua pila degli scarti e la tua mano fan parte del tuo mazzo a questo punto). Arrotonda per difetto; se hai 39 carte, Giardini vale 3 punti vittoria. Durante la preparazione, metti 12 Giardini nella Riserva per una partita a 3 o più giocatori, e 8 nella Riserva per un gioco a 2 giocatori.",
|
||
"name": "Giardini"
|
||
},
|
||
"Laboratory": {
|
||
"description": "+2 Carte<br>+1 Azione",
|
||
"extra": " Pesca due carte. Puoi giocare un'altra carta Azione durante la tua fase Azione.",
|
||
"name": "Laboratorio"
|
||
},
|
||
"Library": {
|
||
"description": "Pesca fino ad avere 7 carte nella tua mano. Puoi mettere da parte qualsiasi carta Azione pescata in questo modo; scarta le carte messe da parte dopo aver finito di pescare.",
|
||
"extra": " Se devi mescolare mentre risolvi questa carta, le carte messe da parte non vengono mescolate nel nuovo mazzo. Saranno scartate quando avrai finito di pescare carte. Se finisci le carte anche dopo aver mescolato, metti in mano solo quelle che hai potuto pescare. Non sei obbligato a mettere da parte le Azioni, è una tua scelta. Se hai 7 o più carte in mano quando giochi la Biblioteca, non peschi nessuna carta.",
|
||
"name": "Biblioteca"
|
||
},
|
||
"Market": {
|
||
"description": "+1 Carta<br>+1 Azione<br>+1 Acquisto<br>+1 Coin",
|
||
"extra": " Pesca una carta. Puoi giocare un'altra carta Azione nella tua fase Azione. Durante la tua fase Acquisto, puoi comprare una carta addizionale dalla Riserva, e aggiungi una Moneta al valore totale delle carte Tesoro giocate.",
|
||
"name": "Mercato"
|
||
},
|
||
"Militia": {
|
||
"description": "+2 Coins<n>Ogni altro giocatore scarta fino ad avere 3 carte nella sua mano.",
|
||
"extra": " I giocatori attaccati scartano carte fino ad avere solo 3 carte in mano. I giocatori che avevano 3 o meno carte in mano quando Milizia è stata giocata non scartano nessuna carta.",
|
||
"name": "Milizia"
|
||
},
|
||
"Mine": {
|
||
"description": "Elimina una carta Tesoro dalla tua mano. Ottieni una carta Tesoro che costi fino a 3 Coins in più; mettila nella tua mano.",
|
||
"extra": " Generalmente, puoi eliminare un Rame ed ottenere un Argento, o eliminare un Argento e ottenere un Oro. D'altra parte, puoi anche eliminare un Tesoro per ottenere lo stesso Tesoro o uno che costi di meno. La carta ottenuta finisce nella tua mano; quindi, puoi spenderla nello stesso turno. Se non hai una carta Tesoro in mano da eliminare, non puoi ottenere nulla.",
|
||
"name": "Miniera"
|
||
},
|
||
"Moat": {
|
||
"description": "+2 Carte<line>Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, l'Attacco non ha effetto su di te.",
|
||
"extra": " Una carta Attacco è una carta con la scritta \"Attacco\" sul fondo (di solto, \"Azione - Attacco\"). Quando qualcun'altro gioca una carta Attacco, puoi rivelare il Fossato mostrandolo dalla tua mano agli altri giocatori per poi rimetterlo in mano (prima che si risolva la carta Attacco). La carta Attacco non ha quindi effetto su di te. Non otterrai una Maledizione a causa di una Strega o rivelare una carta a una Spia, e così via. Il Fossato non ferma nulla di quel che l'Attacco fa agli altri giocatori o a chi lo gioca; per esempio, se tutti rispondono col Fossato ad una Strega, la persona che ha giocato la Strega pesca comunque 2 carte. Il Fossato può anche essere giocato nel tuo turno come un'Azione per pescare 2 carte.",
|
||
"name": "Fossato"
|
||
},
|
||
"Moneylender": {
|
||
"description": "Elimina un Rame dalla tua mano. Se lo fai, +3 Coins.",
|
||
"extra": " Se non hai un Rame nella tua mano da eliminare, non ottieni le 3 Coins in più da spendere durante la fase Acquisto.",
|
||
"name": "Usuraio"
|
||
},
|
||
"Remodel": {
|
||
"description": "Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 2 Coins in più della carta eliminata.",
|
||
"extra": " Non puoi eliminare la Miglioria dal momento che non si trova nella tua mano nel momento in cui risolvi l'Azione (puoi eliminare un'altra carta Miglioria dalla tua mano). Se non hai una carta da eliminare, non puoi ottenere carte dalla Miglioria. La carta ottenuta finisce nella tua pila degli scarti. Puoi ottenere carte solo dalla Riserva. La carta ottenuta non deve per forza costare esattamente 2 Coins in più della carta eliminata; può costare qualunque valore uguale o inferiore. Non puoi usare Monete da carte Tesoro o precedenti Azioni (come il Mercato) per aumentare il costo della carta che ottieni. Puoi eliminare una carta per ottenere una copia della stessa carta.",
|
||
"name": "Miglioria"
|
||
},
|
||
"Smithy": {
|
||
"description": "+3 Carte",
|
||
"extra": " Pesca tre carte.",
|
||
"name": "Fucina"
|
||
},
|
||
"Throne Room": {
|
||
"description": "Scegli una carta Azione dalla tua mano. Giocala due volte.",
|
||
"extra": " Scegli un'altra carta Azione dalla tua mano, giocala, e poi giocala ancora. Il secondo utilizzo della carta Azione non usa alcuna Azione extra che tu possa avere. Risolvi completamente il giocare l'Azione per la prima volta prima di giocarla la seconda volta. Se usi Sala del Trono con un'altra Sala del Trono, giochi un'Azione, la usi due volte, quindi giochi un'altra Azione e la usi due volte: non risolvi una singola Azione quattro volte. Se usi Sala del Trono su una carta che ti da' +1 Azione, come Mercato, finirai con 2 Azioni rimaste al termine, che è interessante dal momento che se avessi davvero giocato due Mercato di fila avresti 1 Azione rimasta. Ricorda di contare il numero di Azioni che ti rimangono ad alta voce per non confonderti! Non puoi giocare altre Azioni fra la prima e la seconda volta che risolvi l'Azione della Sala del Trono.",
|
||
"name": "Sala del Trono"
|
||
},
|
||
"Village": {
|
||
"description": "+1 Carta<br>+2 Azioni",
|
||
"extra": " Se stai giocando più di un Villaggio, tieni bene conto delle tue Azioni. Pronuncia ad alta voce quante te ne restano, questo trucco funziona tutte le volte.",
|
||
"name": "Villaggio"
|
||
},
|
||
"Witch": {
|
||
"description": "+2 Carte<n>Ogni altro giocatore ottiene una carta Maledizione.",
|
||
"extra": " Se non ci sono abbastanza Maledizioni rimaste da dare a tutti quando giochi la Strega, le distribuisci in ordine di turno a cominciare dal giocatore che ti è successivo. Se giochi Strega quando non ci sono Maledizioni rimaste, peschi comunque 2 carte. Un giocatore che ottenga una Maledizione la mette a faccia in su nella sua pila degli scarti.",
|
||
"name": "Strega"
|
||
},
|
||
"Workshop": {
|
||
"description": "Ottieni una carta che costi fino a 4 Coins.",
|
||
"extra": " La carta che ottieni finisce nella tua pila degli scarti. Deve essere una carta dalla Riserva. Non puoi usare Monete da Tesori o da precedenti Azioni (come il Mercato) per aumentare il costo della carta che puoi ottenere. [Non puoi ottenere carte che abbiano una Pozione nel costo con l'Officina.]",
|
||
"name": "Officina"
|
||
},
|
||
"Artisan": {
|
||
"description": "Gain a card to your hand costing up to 5 Coins.<n>Put a card from your hand onto your deck.",
|
||
"extra": "The card you gain comes from the Supply and is put into your hand.<n>You cannot use _ Coin to increase how expensive of a card you gain; it always costs from 0 Coins to 5 Coins.<n>After gaining the card, you put a card from your hand onto your deck; that can be the card you just gained, or a different card.",
|
||
"name": "Artisan"
|
||
},
|
||
"Bandit": {
|
||
"description": "Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.",
|
||
"extra": "First you gain a Gold from the Supply, putting it into your discard pile.<n>Then each other player, in turn order, reveals their top 2 cards, trashes one they choose that is a Treasure other than Copper (e.g. Silver or Gold), and discards the other revealed cards.<n>A player who did not reveal a Treasure card other than Copper simply discards both cards.",
|
||
"name": "Bandit"
|
||
},
|
||
"Harbinger": {
|
||
"description": "+1 Card<br>+1 Action<n>Look through your discard pile. You may put a card from it onto your deck.",
|
||
"extra": "First draw a card and get +1 Action; then look through your discard pile, and you may put a card from it on top of your deck.<n>Putting a card on top is optional.",
|
||
"name": "Harbinger"
|
||
},
|
||
"Merchant": {
|
||
"description": "+1 Card<br>+1 Action<n>The first time you play a Silver this turn, +1 Coin.",
|
||
"extra": "When you play Merchant, you draw a card and get +1 Action.<n>If you end up playing a Silver later in the turn, it comes with 1 Coin.<n>If you play more than one Merchant, each gives you 1 Coin when you play that first Silver; but if you play more than one Silver, you only get the 1 Coin for the first Silver.<n><n>If you manage to play a Merchant after playing a Silver, the Merchant gives you no bonus (for the previous Silver or for any Silvers you might play later in the turn).<n>Playing Throne Room on Merchant will give you 2 Coin when you play your first Silver.",
|
||
"name": "Merchant"
|
||
},
|
||
"Poacher": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Coin<n>Discard a card per empty Supply pile.",
|
||
"extra": "You draw your one card before discarding.<n>If there are no empty piles, you do not discard.<n>If there is one empty pile, you discard one card; if there are two empty piles, you discard two cards, and so on.<n>This includes all Supply piles, including Curses, Coppers, Poacher itself, etc.<n>If you do not have enough cards to discard, just discard the rest of your hand.<n><n>Non-Supply piles, such as Spoils, do not matter to Poacher.",
|
||
"name": "Poacher"
|
||
},
|
||
"Sentry": {
|
||
"description": "+1 Card<br>+1 Action<n>Look at the top 2 cards of your deck. Trash and/or discard any number of them.<n>Put the rest back on top in any order.",
|
||
"extra": "First you draw a card and get +1 Action.<n>Then you look at the top 2 cards of your deck.<n>You can trash both, or discard both, or put both back in either order; or you can trash one and discard one, or trash one and put one back, or discard one and put one back.",
|
||
"name": "Sentry"
|
||
},
|
||
"Vassal": {
|
||
"description": "+2 Coin<n>Discard the top card of your deck. If it's an Action card, you may play it",
|
||
"extra": "If the card is an Action card, you can play it, but do not have to.<n>If you do play it, you move it into your play area and follow its instructions; this does not use up one of your Action plays for the turn.",
|
||
"name": "Vassal"
|
||
},
|
||
"Advance": {
|
||
"description": "You may trash an Action card from your hand. If you do, gain an Action card costing up to 6 Coins.",
|
||
"extra": "If you do not trash an Action, nothing else happens.",
|
||
"name": "Advance"
|
||
},
|
||
"Annex": {
|
||
"description": "Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.",
|
||
"extra": "You can do this even if the Duchy pile is empty.<n>The chosen cards stay in your discard pile when the other cards are shuffled into your deck.",
|
||
"name": "Annex"
|
||
},
|
||
"Aqueduct": {
|
||
"description": "When you gain a Treasure, move 1<VP> from its pile to this. When you gain a Victory card, take the <VP> from this.<line>Setup: Put 8<VP> on the Silver and Gold piles.",
|
||
"extra": "If you gain a card that is both a Treasure and a Victory card, such as Humble Castle, you can resolve the abilities in either order.",
|
||
"name": "Aqueduct"
|
||
},
|
||
"Archive": {
|
||
"description": "+1 Action<n>Set aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.",
|
||
"extra": "You look at three cards, and get one now, one next turn, and one the turn after that. Put the set-aside cards under Archive. If you play two Archives, they get separate sets of cards. If you Throne Room an Archive, keep the sets of cards separate; you get one from each turn. If there are fewer than three cards, just set aside what you can, and Archive will run out of cards faster and still be discarded the turn it has no cards left.",
|
||
"name": "Archive"
|
||
},
|
||
"Arena": {
|
||
"description": "At the start of your Buy phase, you may discard an Action card. If you do, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "With Villa it is possible for your Buy phase to start twice or more in a turn; you can make use of Arena each time.",
|
||
"name": "Arena"
|
||
},
|
||
"Bandit Fort": {
|
||
"description": "When scoring, -2<VP> for each Silver and each Gold you have.",
|
||
"extra": "For example with 3 Silvers and 1 Gold, you would get -8<VP>.<n>Scores can go negative.",
|
||
"name": "Bandit Fort"
|
||
},
|
||
"Banquet": {
|
||
"description": "Gain 2 Coppers and a non-Victory card costing up to 5 Coins.",
|
||
"extra": "You can do this even if the Copper pile is empty.",
|
||
"name": "Banquet"
|
||
},
|
||
"Basilica": {
|
||
"description": "When you buy a card, if you have 2 Coins or more left, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "This happens each time you buy a card.<n>For example with 4 Coin and 3 Buys, you could buy Copper, then Copper, then Silver, taking 2<VP>, then 2<VP>, then none.",
|
||
"name": "Basilica"
|
||
},
|
||
"Baths": {
|
||
"description": "When you end your turn without having gained a card, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "Any way you gain a card will stop you from getting <VP> from this that turn.",
|
||
"name": "Baths"
|
||
},
|
||
"Battlefield": {
|
||
"description": "When you gain a Victory card, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "You take the <VP> whether you bought the Victory card or gained it another way.",
|
||
"name": "Battlefield"
|
||
},
|
||
"Bustling Village": {
|
||
"description": "+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
|
||
"extra": "You can look through your discard pile even if you know there are no Settlers in it.",
|
||
"name": "Bustling Village"
|
||
},
|
||
"Capital": {
|
||
"description": "6 Coins<br>+1 Buy<line>When you discard this from play, take 6 Debt, and then you may pay off Debt.",
|
||
"extra": "When you discard this from play (normally, in the Clean-up phase of the turn you played it), you get 6 Debt, and then get an extra opportunity to pay off Debt with Coins, right then. You do not get the Debt if you did not discard it from play - for example, if you trash it due to Counterfeit (from Dark Ages). You only get Debt per copy of Capital discarded; for example if you use Crown to play Capital twice, you still only get 6 Debt when you discard it from play.",
|
||
"name": "Capital"
|
||
},
|
||
"Castles": {
|
||
"description": "Sort the Castle pile by cost, putting the more expensive Castles on the bottom. For a 2-player game, use only one of each Castle. Only the top card of the pile can be gained or bought.",
|
||
"extra": "Humble Castle and King's Castle count themselves. Small Castle gains you the top Castle, whichever one that is. Haunted Castle works whether you buy it or gain it some other way, provided that it is your turn. You can pick either option on Sprawling Castle regardless of how many Duchies and Estates are left in the piles. Grand Castle counts both Victory cards in play - such as an Opulent Castle - and Victory cards in your hand.",
|
||
"name": "Castles"
|
||
},
|
||
"Catapult": {
|
||
"description": "+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.",
|
||
"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. If you have no cards in hand left to trash, neither thing happens.",
|
||
"name": "Catapult"
|
||
},
|
||
"Chariot Race": {
|
||
"description": "+1 Action<n>Reveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +1 Coin and +1<VP>.",
|
||
"extra": "You and the player to your left reveal your top cards; yours goes into your hand, theirs goes back on their deck. If your card cost more you get +1 Coin and +1<VP>; you can put the token on the Chariot Race to remind you that it made +1 Coin this turn. If it is a tie, your card did not cost more. With Debt, your card costs more only if both Coin and Debt amounts are larger, or one is larger and the other the same. For example Fortune (8 Coins 8 Debt) costs more than Overlord (5 Debt), but Overlord does not cost more than Silver, and Silver does not cost more than Overlord. If either player has no card to reveal, your card does not cost more.",
|
||
"name": "Chariot Race"
|
||
},
|
||
"Charm": {
|
||
"description": "When you play this, choose one: +1 Buy and +2 Coin; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.",
|
||
"extra": "These are cumulative, and each Charm does not have to gain a different card, just a different card from the one bought. For example if you play two Charms and buy a Forum, you could gain two Duchies. The card gained from Charm is gained before gaining the card you bought, which may matter when cards do things when gained. For example if you buy Villa and gain Rocks via Charm, you will first gain a Silver to your deck due to Rocks, then get +1 Action and return to your Action phase due to Villa. The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs 8 Debt, but not Fortune, which costs 8 Coin 8 Debt.",
|
||
"name": "Charm"
|
||
},
|
||
"City Quarter": {
|
||
"description": "+2 Actions<n>Reveal your hand. +1 Card per Action card revealed.",
|
||
"extra": "Cards with multiple types that include Action, such as Crown, are Actions.",
|
||
"name": "City Quarter"
|
||
},
|
||
"Colonnade": {
|
||
"description": "When you buy an Action card, if you have a copy of it in play, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "For example with Settlers in play, buying another Settlers gets you 2<VP> from here.<n>Cards from the same pile are not necessarily copies of each other; for example Bustling Village is not a copy of Settlers.",
|
||
"name": "Colonnade"
|
||
},
|
||
"Conquest": {
|
||
"description": "Gain 2 Silvers. +1<VP> per Silver you've gained this turn.",
|
||
"extra": "This counts the two Silvers it gives you (provided that there were Silvers left to gain).<n>For example, with 12 Coin and 2 Buys and having gained no Silvers earlier in the turn, you could buy Conquest twice, getting two Silvers, then +2<VP>, then two more Silvers, then +4<VP>.",
|
||
"name": "Conquest"
|
||
},
|
||
"Crown": {
|
||
"description": "If it's your Action phase, you may play an Action from your hand twice. If it's your Buy phase, you may play a Treasure from your hand twice.",
|
||
"extra": "If you play this in your Action phase, you play an Action card from your hand, then play the same card again; this does not use up any extra Actions you have. If you play this in your Buy phase, you play a Treasure from your hand, then play it again; this does not use up any Actions at all. Crown can be used to play another Crown in either your Action or Buy phase, causing you to either play two more Actions twice each, or two more Treasures twice each. If you play Crown in your Action phase via something that lets you play Treasures (like Storyteller from Adventures), Crown will still play an Action card twice.",
|
||
"name": "Crown"
|
||
},
|
||
"Defiled Shrine": {
|
||
"description": "When you gain an Action, move 1<VP> from its pile to this. When you buy a Curse, take the <VP> from this.<line>Setup: Put 2<VP> on each non-Gathering Action Supply pile.",
|
||
"extra": "Note that this triggers on gaining an Action, whether bought or otherwise gained, but only on buying Curse, not on gaining Curse other ways.<n><VP> tokens will go on Ruins (from Dark Ages) when used, but not on Farmers' Market, Temple, or Wild Hunt (the three Action - Gathering cards).",
|
||
"name": "Defiled Shrine"
|
||
},
|
||
"Delve": {
|
||
"description": "+1 Buy<br>Gain a Silver.",
|
||
"extra": "Each purchase of Delve gives you back the Buy you used on it.<n>For example, if you have 7 Coins, you can Delve, then Delve, then buy a card for 3 Coins.",
|
||
"name": "Delve"
|
||
},
|
||
"Dominate": {
|
||
"description": "Gain a Province. If you do, +9<VP>.",
|
||
"extra": "This does nothing once the Province pile is empty.",
|
||
"name": "Dominate"
|
||
},
|
||
"Donate": {
|
||
"description": "After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.",
|
||
"extra": "Effects that happen due to trashing cards (such as Rocks) will happen before you shuffle.<n>This happens between turns, and so Possession (from Alchemy) will no longer be doing anything.",
|
||
"name": "Donate"
|
||
},
|
||
"Emporium": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
|
||
"extra": "This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
|
||
"name": "Emporium"
|
||
},
|
||
"Encampment": {
|
||
"description": "+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.",
|
||
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder.",
|
||
"name": "Encampment"
|
||
},
|
||
"Enchantress": {
|
||
"description": "Until your next turn, the first time each other play plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.<n><n>At the start of your next turn,<n>+2 Cards",
|
||
"extra": "Players revealing a card like Moat when this is played have to do it right then, not later, even though the attack will not hurt them until their turn. The first Action each other player plays, just on their next turn, will give them +1 Card +1 Action instead of what it would have normally done. This does not affect abilities below a dividing line; they still function. For example a player playing Sacrifice would get +1 Card +1 Action and not do anything Sacrifice normally does; a player playing Groundskeeper would get +1 Card +1 Action and would still get <VP> for gaining Victory cards. It can be helpful to turn the affected card sideways, to remember that it did not do what it normally did. Enchantress does not affect card abilities from cards played on previous turns; for example if an opponent plays Enchantress and you have an Archive out from a previous turn, on your turn you will first get a card from your Archive as normal, and then the first Action card actually played on that turn will be affected by Enchantress. If Enchantress affects a Crown played in a Buy phase, its player gets +1 Card +1 Action, but has no way to use the +1 Action, since it is their Buy phase (but it might matter e.g. if the player buys Villa).",
|
||
"name": "Enchantress"
|
||
},
|
||
"Engineer": {
|
||
"description": "Gain a card costing up to 4 Coins. You may trash this. If you do, gain a card costing up to 4 Coins.",
|
||
"extra": "Engineer cannot gain copies of itself, or any other card with Debt in the cost. When you play it, you gain a card, then may trash Engineer to gain a second card (which can be the same as the first or different).",
|
||
"name": "Engineer"
|
||
},
|
||
"Farmers' Market": {
|
||
"description": "+1 Buy<n>If there are 4 <VP> or more on the Farmers' Market Supply pile, take them and trash this. Otherwise, add 1 <VP> to the pile and then +1 Coin per 1 <VP> on the pile.",
|
||
"extra": "The first time this is played, it produces +1 Coin (and +1 Buy), the next time +2 Coin, then +3 Coin, then +4 Coin, then the next time the player takes the 4 <VP> (and gets no + _ Coin), then the next time it is back to +1 Coin. This still functions if the Farmers' Market pile is empty.",
|
||
"name": "Farmers' Market"
|
||
},
|
||
"Fortune": {
|
||
"description": "+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
|
||
"extra": "You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
|
||
"name": "Fortune"
|
||
},
|
||
"Forum": {
|
||
"description": "+3 Cards<br>+1 Action<n>Discard 2 cards.<line>When you buy this, +1 Buy.",
|
||
"extra": "For example, with 13 Coin and only one Buy, you could buy a Forum, getting +1 Buy, then buy a Province.",
|
||
"name": "Forum"
|
||
},
|
||
"Fountain": {
|
||
"description": "When scoring, 15<VP> if you have at least 10 Coppers.",
|
||
"extra": "You either get 15<VP> or 0<VP>; there is no extra bonus for having 20 Coppers.",
|
||
"name": "Fountain"
|
||
},
|
||
"Gladiator": {
|
||
"description": "+2 Coin<n>Reveal a card from your hand. The player to your left may reveal a copy from their hand. If they do not, +1 Coin and trash a Gladiator from the Supply.",
|
||
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.",
|
||
"name": "Gladiator"
|
||
},
|
||
"Groundskeeper": {
|
||
"description": "+1 Card<br>+1 Action<line>While this is in play, when you gain a Victory card, +1<VP>",
|
||
"extra": "This can trigger multiple times in a turn, for cards gained different ways. For example you could play Groundskeeper, then play Engineer gaining an Estate and taking 1<VP>, then in your Buy phase buy a Duchy taking another +1<VP>. Multiple Groundskeepers are cumulative. If you Crown a Groundskeeper, there is still just one Groundskeeper in play, so you only get +1<VP> per Victory card gained.",
|
||
"name": "Groundskeeper"
|
||
},
|
||
"Keep": {
|
||
"description": "When scoring, 5<VP> per differently named Treasure you have, that you have more copies of than each other player, or tied for most.",
|
||
"extra": "This applies to each different Treasure being used in the game.<n>If all players have the same number of copies of a Treasure, they all get the 5<VP> for that Treasure.",
|
||
"name": "Keep"
|
||
},
|
||
"Labyrinth": {
|
||
"description": "When you gain a 2nd card in one of your turns, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
|
||
"extra": "This can only happen once per turn per player.<n>For example if you gain 4 cards in the same turn, only the second one will come with 2<VP>.",
|
||
"name": "Labyrinth"
|
||
},
|
||
"Legionary": {
|
||
"description": "+3 Coin<n>You may reveal a Gold from your hand. If you do, each other player discards down to 2 cards in hand, then draws a card.",
|
||
"extra": "Players wishing to respond to the Attack (e.g. with Moat) must do so before you choose whether or not to reveal a Gold.",
|
||
"name": "Legionary"
|
||
},
|
||
"Mountain Pass": {
|
||
"description": "When you are the first player to gain a Province, after that turn, each player bids once, up to 40 Debt, ending with you. High bidder gets +8<VP> and takes the Debt they bid.",
|
||
"extra": "This only happens the first time a player gains a Province; it does not matter if the Province was bought or not, or if Provinces have left the pile earlier due to Salt the Earth.<n>This happens between turns; Possession (from Alchemy) will not be in effect.<n>The player to the left of the player who got the Province bids first, then the player to their left and so on, ending with the player who got the Province.<n>Each bid can be a pass, or a higher bid than the previous bid.<n>Bids are in amounts of Debt, from 1 Debt to 40 Debt; a bid of 40 Debt cannot be beaten.<n>The player who bid the highest (if any) gets +8<VP> and takes the amount of Debt of their bid.",
|
||
"name": "Mountain Pass"
|
||
},
|
||
"Museum": {
|
||
"description": "When scoring, 2<VP> per differently named card you have.",
|
||
"extra": "Multiple cards from the same pile can score for this as long as they have different names.",
|
||
"name": "Museum"
|
||
},
|
||
"Obelisk": {
|
||
"description": "When scoring, 2<VP> per card you have from the chosen pile.<line>Setup: Choose a random Action Supply pile.",
|
||
"extra": "All cards from the chosen pile count, even if they have different names (such as when it is a split pile).<n>Ruins (from Dark Ages), when used, can be the pile.",
|
||
"name": "Obelisk"
|
||
},
|
||
"Orchard": {
|
||
"description": "When scoring, 4<VP> per differently named Action card you have 3 or more copies of.",
|
||
"extra": "Having 6 or more copies of a card confers no additional bonus.",
|
||
"name": "Orchard"
|
||
},
|
||
"Overlord": {
|
||
"description": "Play this as if it were an Action card in the Supply costing up to 5 Coin. This is that card until it leaves play.",
|
||
"extra": "When you play this, you pick an Action card from the Supply that costs up to 5 Coin, 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. For example, with Village in the Supply, you could play Overlord as Village and get +1 Card +2 Actions. Overlord also gets the chosen card's cost, name, and types, until it leaves play. If you play Overlord as a card that moves itself somewhere, such as to the trash or the Supply, Overlord will do that; for example Overlord played as Encampment will be set aside and return to the Overlord pile at the start of Clean-up. If you play Overlord as a Duration card, or as a Throne Room on a Duration card, Overlord will stay in play the same way the Duration card or Throne Room would. If you play an Overlord multiple times such as via a Throne Room, you will only pick what to play it as the first time; the other times it will be the same thing. Once in play, Overlord is the thing it copied, rather than an Overlord; for example Colonnade will produce <VP> if you buy a copy of that card, but not if you buy an Overlord. Overlord can only be played as a visible card in the Supply, and the top card of a pile; it cannot be played as a card from an empty pile, or as a card that has not been uncovered from a split pile, or as a card from a split pile that has been bought out, or as a non-Supply card (like Mercenary from Dark Ages). Overlord cannot be played as Crown during a Buy phase, since Overlord itself is not a Treasure and so cannot be played in Buy phases.",
|
||
"name": "Overlord"
|
||
},
|
||
"Palace": {
|
||
"description": "When scoring, 3<VP> per set you have of Copper - Silver - Gold.",
|
||
"extra": "For example, if you had 7 Coppers, 5 Silvers, and 2 Golds, that would be two sets of Copper - Silver - Gold, for 6<VP> total.",
|
||
"name": "Palace"
|
||
},
|
||
"Patrician": {
|
||
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.",
|
||
"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not.",
|
||
"name": "Patrician"
|
||
},
|
||
"Plunder": {
|
||
"description": "+2 Coin<br>+1<VP>",
|
||
"extra": "This gives you a <VP> token every time you play it.",
|
||
"name": "Plunder"
|
||
},
|
||
"Ritual": {
|
||
"description": "Gain a Curse. If you do, trash a card from your hand. +1<VP> per 1 Coin it cost.",
|
||
"extra": "This does nothing once the Curse pile is empty.<n>This only gives you +1<VP> per 1 Coin the trashed card cost; it does not give anything for Debt or Potion in costs.",
|
||
"name": "Ritual"
|
||
},
|
||
"Rocks": {
|
||
"description": "+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
|
||
"extra": "If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
|
||
"name": "Rocks"
|
||
},
|
||
"Royal Blacksmith": {
|
||
"description": "+5 Cards<n>Reveal your hand; discard the Coppers.",
|
||
"extra": "You discard both Coppers that were in your hand already, and Coppers drawn in the +5 Cards.",
|
||
"name": "Royal Blacksmith"
|
||
},
|
||
"Sacrifice": {
|
||
"description": "Trash a card from your hand.<n>If it's an...<n>Action card, +2 Cards, +2 Actions<n>Treasure card, +2 Coin<n>Victory card, +2<VP>",
|
||
"extra": "If you trash a card with multiple types, you get all relevant bonuses; for example if you trash Crown, you get +2 Cards, +2 Actions, and +2 Coin. If you trash a card with no relevant types (such as Curse), you get nothing.",
|
||
"name": "Sacrifice"
|
||
},
|
||
"Salt the Earth": {
|
||
"description": "+1<VP><n>Trash a Victory card from the Supply.",
|
||
"extra": "If the trashed card does something when trashed (such as Crumbling Castle), you do that thing.",
|
||
"name": "Salt the Earth"
|
||
},
|
||
"Settlers": {
|
||
"description": "+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.",
|
||
"extra": "You can look through your discard pile even if you know there is no Copper in it.",
|
||
"name": "Settlers"
|
||
},
|
||
"Tax": {
|
||
"description": "Add 2 Debt to a Supply pile.<line>Setup: Add 1 Debt to each Supply pile. When a player buys a card, they take the Debt from its pile.",
|
||
"extra": "Every Supply pile starts with 1 Debt, including Kingdom cards and basic cards like Silver.<n>The Event itself, when bought, adds 2 Debt to a single pile, whether or not that pile has any Debt on it already.<n>The Debt is taken by the next player to buy a card from that pile; gaining a card without buying it leaves the Debt on the pile.",
|
||
"name": "Tax"
|
||
},
|
||
"Temple": {
|
||
"description": "+1<VP><n>Trash from 1 to 3 differently named cards from your hand. Add 1<VP> to the Temple Supply pile.<line>When you gain this, take the <VP> from the Temple Supply pile.",
|
||
"extra": "You get +1<VP>, trash 1, 2, or 3 cards with different names from your hand (for example a Copper and an Estate, but not two Coppers), then add 1<VP> (from the supply) to the Temple pile. Gaining a Temple (whether buying it or otherwise) gives you all the <VP> that has accumulated on the pile. The pile gets <VP> even if it is empty; this only matters if there is a way to return a Temple to the pile (like Ambassador from Seaside) or a way to gain one from the trash (like Graverobber from Dark Ages).",
|
||
"name": "Temple"
|
||
},
|
||
"Tomb": {
|
||
"description": "When you trash a card, +1<VP>.",
|
||
"extra": "This works even when it is not your turn, such as when you trash a card to Swindler (from Intrigue), and works when told to trash a card that is not yours, such as with Salt the Earth.",
|
||
"name": "Tomb"
|
||
},
|
||
"Tower": {
|
||
"description": "When scoring, 1<VP> per non-Victory card you have from an empty Supply pile.",
|
||
"extra": "A Supply pile is only empty if it has no cards in it; a split pile with half of the cards gone is not empty.<n>Victory cards do not count, but Curses do.",
|
||
"name": "Tower"
|
||
},
|
||
"Triumph": {
|
||
"description": "Gain an Estate.<n>If you did, +1<VP> per card you've gained this turn.",
|
||
"extra": "You get +1<VP> per card you have gained, including the Estate, and any other cards bought or gained other ways; you do not get <VP> for Events bought.<n>Once the Estate pile is empty, this does nothing.",
|
||
"name": "Triumph"
|
||
},
|
||
"Triumphal Arch": {
|
||
"description": "When scoring, 3<VP> per copy you have of the 2nd most common Action card among your cards (if it's a tie, count either).",
|
||
"extra": "For example, if you had 7 copies of Villa and 4 copies of Wild Hunt, you would score 12<VP>.",
|
||
"name": "Triumphal Arch"
|
||
},
|
||
"Villa": {
|
||
"description": "+2 Actions<br>+1 Buy<br>+1 Coin<line>When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase.",
|
||
"extra": "If you gain this during your Action phase, such as with Engineer, you will put the Villa into your hand and get +1 Action (letting you, for example, play the Villa). If you gain this during your Buy phase (such as by buying it), you will put the Villa into your hand, get +1 Action, and return to your Action phase. This will let you play more Action cards (such as the Villa); when you are done with that you will return to your Buy phase, from the beginning - you can play more Treasures (and Arena will trigger again). If you buy Villa, that uses up your default Buy for the turn, however playing Villa will give you +1 Buy and so let you buy another card in your second Buy phase. If you gain this during another player's turn, you will put the Villa into your hand and get +1 Action, but will have no way to use that Action, since it is not your turn. It is possible to return to your Action phase multiple times in a turn via buying multiple Villas. Returning to your Action phase does not cause \"start of turn\" abilities to repeat; they only happen at the start of your turn.",
|
||
"name": "Villa"
|
||
},
|
||
"Wall": {
|
||
"description": "When scoring, -1<VP> per card you have after the first 15.",
|
||
"extra": "For example, if you had 27 cards in your deck, you would score -12<VP> for Wall.<n>Scores can go negative.",
|
||
"name": "Wall"
|
||
},
|
||
"Wedding": {
|
||
"description": "+1<VP><br>Gain a Gold.",
|
||
"extra": "You get the <VP> even if there are no Golds left.",
|
||
"name": "Wedding"
|
||
},
|
||
"Wild Hunt": {
|
||
"description": "Choose one: +3 Cards and add 1<VP> to the Wild Hunt Supply pile; or gain an Estate, and if you do, take the <VP> from the pile.",
|
||
"extra": "If the Estate pile is empty, you can choose that option but will not get the <VP> tokens. Wild Hunt still functions normally if the Wild Hunt pile is empty.",
|
||
"name": "Wild Hunt"
|
||
},
|
||
"Windfall": {
|
||
"description": "If your deck and discard pile are empty, gain 3 Golds.",
|
||
"extra": "If there are fewer than 3 Golds in the pile, just gain the remaining Golds.",
|
||
"name": "Windfall"
|
||
},
|
||
"Wolf Den": {
|
||
"description": "When scoring, -3<VP> per card you have exactly one copy of.",
|
||
"extra": "Having no copies of a card, or two or more copies of a card, confers no penalty.<n>Scores can go negative.",
|
||
"name": "Wolf Den"
|
||
},
|
||
"Advisor": {
|
||
"description": "+1 Action<n>Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.",
|
||
"extra": "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.",
|
||
"name": "Advisor"
|
||
},
|
||
"Baker": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Coffers (take a Coin token).<line>Setup: Each player takes a Coin token.",
|
||
"extra": "When you play this, you draw a card, get +1 Action, and +1 Coffers (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.",
|
||
"name": "Baker"
|
||
},
|
||
"Butcher": {
|
||
"description": "+2 Coffers (take two Coin tokens)<br>You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.",
|
||
"extra": "First add two Coin tokens to your Coffers mat. 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.",
|
||
"name": "Butcher"
|
||
},
|
||
"Candlestick Maker": {
|
||
"description": "+1 Action<br>+1 Buy<br>+1 Coffers (take a Coin token).",
|
||
"extra": "You get +1 Action and +1 Buy, and +1 Coffers (take a Coin token).",
|
||
"name": "Candlestick Maker"
|
||
},
|
||
"Doctor": {
|
||
"description": "Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.<line>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.",
|
||
"extra": "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.",
|
||
"name": "Doctor"
|
||
},
|
||
"Herald": {
|
||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck.<br>If it is an Action, play it.<line>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.",
|
||
"extra": "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 Intrigue), are Action cards. If Herald plays a Duration card (from 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.",
|
||
"name": "Herald"
|
||
},
|
||
"Journeyman": {
|
||
"description": "Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.",
|
||
"extra": "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.",
|
||
"name": "Journeyman"
|
||
},
|
||
"Masterpiece": {
|
||
"description": "1 <*COIN*><line>When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.",
|
||
"extra": "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.",
|
||
"name": "Masterpiece"
|
||
},
|
||
"Merchant Guild": {
|
||
"description": "+1 Coin<line>While this is in play, when you buy a card, +1 Coffers (take a Coin token).",
|
||
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also +1 Coffers (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 Prosperity), you will only get one Coin token when you buy a card.",
|
||
"name": "Merchant Guild"
|
||
},
|
||
"Plaza": {
|
||
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, +1 Coffers (take a Coin token).",
|
||
"extra": "First you get +1 card and +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 +1 Coffers (take a Coin token). Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
|
||
"name": "Plaza"
|
||
},
|
||
"Soothsayer": {
|
||
"description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a card.",
|
||
"extra": "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 Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card.",
|
||
"name": "Soothsayer"
|
||
},
|
||
"Stonemason": {
|
||
"description": "Trash a card from your hand. Gain 2 cards each costing less than it.<line>When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.",
|
||
"extra": "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 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 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 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.",
|
||
"name": "Stonemason"
|
||
},
|
||
"Taxman": {
|
||
"description": "You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.",
|
||
"extra": "You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from 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.",
|
||
"name": "Taxman"
|
||
},
|
||
"Border Village": {
|
||
"description": "+1 Carta\n+2 Azione<line>Quando ottieni questa carta, ottieni anche una carta che costi meno di questa carta.",
|
||
"extra": " Quando giochi questa carta, peschi una carta e puoi giocare altre due Azioni in questo turno. Quando ottieni questa carta, ottieni anche una carta dalla Riserva che costi meno del Villaggio di Frontiera. Normalmente sarà una carta che costa fino a 5 Coins, ma se il Villaggio di Frontiera costa meno del normale, come provocato dalla Strada Maestra, anche la carta ottenuta avrà un minore costo massimo. Ottieni carte solo quando ottieni Villaggio di Frontiera, on quando lo giochi. Ottieni una carta sia se acquisti Villaggio di Frontiera sia se lo ottieni in altro modo. ",
|
||
"name": "Villaggio di Frontiera"
|
||
},
|
||
"Cache": {
|
||
"description": "3 <*COIN*><line>Quando ottieni questa carta, ottieni 2 carte Rame.",
|
||
"extra": " Questa è una carta Tesoro che vale 3 Coins, come l'Oro. Quando ottieni questa carta, ottieni anche due Rame dalla Riserva. Se non ci sono Rame rimasti, ottieni quelli che puoi. Ottieni Rame solo quando ottieni Forziere, non quando lo giochi. Ottieni Rame sia che tu abbia comprato Forziere sia che tu l'abbia ottenuto in altri modi. ",
|
||
"name": "Forziere"
|
||
},
|
||
"Cartographer": {
|
||
"description": "+1 Carta\n+1 Azione\nGuarda le prima 4 carte del tuo mazzo. Scartane un qualsiasi numero. Metti il resto delle carte in cima al tuo mazzo nell'ordine che preferisci.",
|
||
"extra": " Prima peschi una carta, poi guardi le prime 4 carte del tuo mazzo. Se ci sono meno di 4 carte rimaste nel tuo mazzo, guarda le carte rimaste, e rimescola lo scarto (che non include queste carte) per avere le carte rimanenti necessario. Se ancora non ci sono abbastanza carte, guarda quelle che puoi. Scarta qualsiasi numero delle carte che hai guardato: nessuna, tutte e quattro, o una via di mezzo. Metti il resto in cima al tuo mazzo in qualsiasi ordine. Se non c'erano carte rimaste nel tuo mazzo, queste diventano le uniche carte del tuo mazzo. Non riveli le carte che rimetti in cima.",
|
||
"name": "Cartografo"
|
||
},
|
||
"Crossroads": {
|
||
"description": "Rivela la tua mano.\n+1 Carta per ogni carta Vittoria rivelata. Se questa è la prima volta che giochi una carta Incrocio in questo turno, +3 Azioni.",
|
||
"extra": " Prima rivela la tua mano, e pesca una carta per ogni carta Vittoria rivelata, se presenti. Le carte rivelate rimangono nella tua mano. Le carte con due tipi, di cui uno sia Vittoria, sono carte Vittoria. Quindi, se questa è la prima volta che giochi un Incrocio in questo turno, ricevi +3 Azioni. Ulteriori Incroci giocati in questo turno ti daranno le carte ma non le Azioni. Usando una carta che ti permette di giocare una carta più volte (come Sala del Trono) su Incrocio, otterrai le +3 Azioni solo la prima volta in cui la giochi. ",
|
||
"name": "Incrocio"
|
||
},
|
||
"Develop": {
|
||
"description": "Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente una Moneta più essa e una carta che costi esattamente 1 Coin meno di essa, nell'ordine che preferisci, mettendole poi in cima al tuo mazzo.",
|
||
"extra": " Prima elimina una carta dalla tua mano, se hai carte in mano. Sviluppo non è più nella tua mano e quindi non può eliminarsi da solo (anche se può eliminare altre copie di Sviluppo). Se hai eliminato due carte, ottieni due carte, una delle quali costa esattamente 1 Coin in più della carta eliminata, e l'altra costa esattamente 1 Coins in meno della carta eliminata. Le carte ottenute vengono dalla Riserva; ottienile nell'ordine che preferisci. Se non ci sono carte nella Riserva di uno dei dui costi, ottieni comunque l'altra carta se puoi. Metti le carte ottenute in cima al tuo mazzo al posto che nel tuo scarto. Se elimini un Rame con Sviluppo, che costa 0 Coins, proverai (fallendo) ad ottenere una carta che costa -1 Coins, e proverai ad ottenere una carta che costa 1 Coin. ",
|
||
"name": "Sviluppo"
|
||
},
|
||
"Duchess": {
|
||
"description": "+2 Coins\nOgni giocatore (te incluso) guarda la prima carta del suo mazzo, e sceglie se scartarla o lasciarla al suo posto.<line>In partite che usano questa carta, quando ottieni un Ducato puoi ottenere una Duchessa.",
|
||
"extra": " Quando la giochi, ricevi +2 Coins ed ogni giocatore, te incluso, guarda la prima carta del suo mazzo e la scarta o la rimette a posto, a sua scelta. Ogni giocatore senza carte nel suo mazzo prima mescola il suo scarto; ogni giocatore che ancora non abbia carte da guardare non guarda nulla. Quando un giocatore ottiene un Ducato in una partita con la Duchessa nella Riserva, quel giocatore può anche ottenre una Duchessa dalla Riserva. Questo funziona sia che il Ducato sia stato comprato, che ottenuto in altri modi. La Duchessa non interagisce in nessun modo speciale con la carta promo Mercato Nero. ",
|
||
"name": "Duchessa"
|
||
},
|
||
"Embassy": {
|
||
"description": "+5 Carte\nScarta 3 carte.<line>Quando ottieni questa carta, ogni altro giocatore ottiene una carta Argento.",
|
||
"extra": " Quando giochi questa carta, peschi cinque carte, quindi scarti tre carte. Le carte che scarti possono essere quelle che già avevi nella tua mano e/o quelle appena pescate. Scarti tre carte se puoi, anche se non hai potuto pescare tutte e cinque le carte (ad esempio per non avere abbastanza carte nel tuo mazzo e nello scarto). Se non hai tre carte da scartare, scartane quante puoi. Quando ottieni questa carta, ogni altro giocatore ottiene un Argento. I giocatori ottengono Argento solo quando ottieni questa carta, non quando la giochi. Ottengono Argento sia che tu abbia comprato questa carta sia che tu l'abbia ottenuta in altro modo. Ottenere Argento non è per loro opzionale. Gli Argenti vengono dalla Riserva. Se non ci sono abbastanza Argenti rimasti, distribuiscili in ordine di turno. ",
|
||
"name": "Diplomatico"
|
||
},
|
||
"Farmland": {
|
||
"description": "2<*VP*><line>Quando acquisti questa carta, elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 2 Coins in più della carta eliminata.",
|
||
"extra": " Questa è una carta Vittoria, non una carta Azione. Vale 2 punti Vittoria alla fine della partita. Quando la compri, elimina una carta dalla tua mano se puoi, e se lo hai fatto ottieni una carta dalla Riserva che costi esattamente 2 Coins in più della carta eliminata se possibile. Se non ci sono carte rimaste nella tua mano da eliminare, non elimini e non ottieni carte e se hai eliminato una carta ma non ci sono carte nella Riserva che costino esattamente 2 Coins in più della carta eliminata, non ottieni una carta. Questa abilità funziona solo quando acquisti Terra Coltivata, non se la ottieni in altro modo. Durante la preparazione, metti 12 Terre Coltivate nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Terra Coltivata"
|
||
},
|
||
"Fool's Gold": {
|
||
"description": "Se questa è la prima volta che giochi un Oro dello Stolto in questo turno, questa carta vale 1 Coin, altrimenti vale 4 Coins.<line>Quando un altro giocatore ottiene una Provincia, puoi eliminare questa carta dalla tua mano. Se lo fai, ottieni un Oro, mettendolo in cima al tuo mazzo.",
|
||
"extra": " Questa è sia una carta Tesoro che una Reazione. Può essere giocata nella tua fase Acquisto come gli altri Tesori. Quando la giochi, vale 1 Coin se è la prima volta che giochi un Oro dello Stolto in questo turno, altrimenti vale 4 Coins. Quindi se giochi tre Oro dello Stolto nello stesso turno, il primo vale 1 Coin, il secondo vale 4 Coins, e il terzo vale 4 Coins. Oro dello Stolto è anche una Reazione. Quando un altro giocatore ottiene una Provincia, puoi eliminare Oro dello Stolto dalla tua mano; se lo fai, ottieni un Oro dalla Riserva, mettendolo in cima al tuo mazzo al posto che nello scarto. Se non ci sono carte nel tuo mazzo, quell'Oro diventa l'unica carta del tuo mazzo. Se non ci sono Ori rimasti nella Riserva, non ne ottieni, ma puoi comunque eliminare Oro dello Stolto. Questa Reazione è possibile solo quando un altro giocatore ottiene una Provincia, non tu. E' utilizzabile sia che la Provincia sia ottenuta tramite acquisto, che in altri modi. ",
|
||
"name": "Oro dello Stolto"
|
||
},
|
||
"Haggler": {
|
||
"description": "+2 Coins<line>Mentre questa carta è in gioco, quando acquisti una carta ottieni anche una carta che costi meno di quella acquistata e che non sia una carta Vittoria.",
|
||
"extra": " Quando la giochi, ricevi +2 Coins. Mentre questa carta è in gioco, ogni volta che compri una carta ottieni una carta che costi meno di quella comprata che non sia una carta Vittoria. Per esempio, potresti comprare una Provincia ed ottenere un Oro grazie a Contrattazione. Ottenere una carta non è opzionale. La carta ottenuta viene dalla Riserva ed è posta nel tuo scarto. Contrattazione ti da' una carta extra solo quando compri una carta, non se ottieni carta in altro modo (ad esempio tramite lo stesso Contrattazione). Se non ci sono carte più economiche disponibili nella Riserva (per esempio se compri Rame), non ottieni carte. Usare una carta che ti fa giocare altre carte diverse volte (come Sala del Trono) su Contrattazione non ti fa ottenere due o più carte per carta comprata, dal momento che c'è ancora solo una copia di Contrattazione in gioco. Il bonus è cumulativo, se hai tre Contrattazione in gioco, otterrai tre carti in più per ogni carta comprata. Le carte con due tipi, di cui uno è Vittoria, sono carte Vittoria e quindi non si possono ottenere con Contrattazione.",
|
||
"name": "Contrattazione"
|
||
},
|
||
"Highway": {
|
||
"description": "+1 Carta\n+1 Azione<line>Mentre questa carta è in gioco, le carte costano una Moneta in mano, ma non meno di 0 Coins.",
|
||
"extra": " Rende tutte le altre carte più economiche (fino al minimo di 0 Coins) finchè si trova in gioco. Quando lascia il gioco, cessa di rendere le carte meno costose. Si applica alle carte ovunque: nella Riserva, nelle mani, nei mazzi. Per esempio se hai giocato Strada Maestra e poi Sviluppo, puoi eliminare un Rame e ottenere una Tenuta, visto che la Tenuta costerebbe 1 Coin mentre il Rame costerebbe ancora 0 Coins. Usare una carta che ti fa giocare una carta diverse volte (come Sala del Trono) su Strada Maestra non fa costare meno le carte, dal momento che c'è ancora solo una copia di Strada Maestra in gioco. Il bonus è cumulativo; se hai tre Strade Maestre in gioco, tutte le carte costano 3 Coins in meno (con un minimo di 0 Coins).",
|
||
"name": "Strada Maestra"
|
||
},
|
||
"Ill-Gotten Gains": {
|
||
"description": "1 <*COIN*>\nQuando giochi questa carta puoi ottenere una carta Rame, mettendola nella tua mano.<line>Quando ottieni questa carta, ogni altro giocatore ottiene una Maledizione.",
|
||
"extra": " Questo è un Tesoro che vale 1 Coin, come il Rame. Quando lo giochi, puoi ottenere un Rame. Il Rame ottenuto viene dalla Riserva e lo metti nella tua mano; puoi giocarlo immediatamente. Se non c'è Rame rimasto nella Riserva, non ne ottieni. Quando ottieni Infame Profitto, ogni altro giocatore ottiene una Maledizione. Questo avviene sia che compri Infame Profitto sia che lo ottieni in altro modo. Le Maledizioni vengono dalla Riserva e vanno negli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno. Infame Profitto non è un Attacco, ed ottenerlo non è giocare un Attacco; carte come Fossato non funzionano contro di esso.",
|
||
"name": "Infame Profitto"
|
||
},
|
||
"Inn": {
|
||
"description": "+2 Carte\n+2 Azioni\nScarta 2 carte.<line>Quando ottieni questa carta, cerca nel tuo mazzo degli scarti (inclusa questa carta), rivela qualsiasi numero di carte Azione da esso, e rimischiale nel tuo mazzo.",
|
||
"extra": " Quando giochi questa carta, peschi 2 carte, ricevi +2 Azioni, quindi scarti 2 carte. Le carte che scarti possono essere quelle che già avevi in mano e/o quelle appena pescate. Scarti carte se puoi, anche se non hai potuto pescare 2 carte. Quando ottieni questa carta, cerca nel tuo scarto (cosa normalmente proibita) e rimescola qualsiasi numero di carte Azione che vi trovi nel tuo mazzo (lasciando il resto nel tuo scarto). Non sei obbligato a rimescolare alcuna carta Azione nel tuo mazzo. Puoi rimescolare la Locanda che hai appena ottenuto nel mazzo; è una carta Azione nel tuo scarto. Carte di due tipo, di cui uno è Azione, sono carte Azione. Devi rivelare le carte Azione che scegli di mescolare nel tuo mazzo. Non ha importanza l'ordine in cui lasci il tuo scarto. Quest'abilità funziona sia se compri la Locanda sia se la ottieni in altro modo. ",
|
||
"name": "Locanda"
|
||
},
|
||
"Jack of all Trades": {
|
||
"description": "Ottieni un Argento.\nGuarda la prima carta del tuo mazzo; scartala o rimettila al suo posto.\nPesca fino ad avere 5 carte in mano.\nPuoi eliminare una carta dalla tua mano che non sia una carta Tesoro.",
|
||
"extra": " Questa carta fa quattro cose separate, nell'ordine riportate; le fai tutte (l'ultima è opzionale). Primo, ottieni un Argento dalla Riserva e lo metti nello scarto. Se non ci sono Argenti rimasti nella Riserva, non ne guadagni. Secondo, guarda la prima carta del tuo mazzo, e scartala o rimettila in cima. Se non ci sono carte rimaste nel tuo mazzo, mescola lo scarto per avere una carta da guardare (ciò mescolerà anche l'Argento appena ottenuto). Se ancora non ci sono carte, non ne guardi. Terzo, pesca carte fino ad averne 5 in mano. Se hai già cinque o più carte in mano, non peschi nessuna carta. Se non rimangono abbastanza carte da pescare fra il tuo mazzo e lo scarto, pesca quel che puoi. Quarto, puoi eliminare una carta dalla tua mano che non sia una carta Tesoro. Le carte di due tipi, di cui uno è Tesoro, sono Tesori.",
|
||
"name": "Tuttofare"
|
||
},
|
||
"Mandarin": {
|
||
"description": "+3 Coins\nMetti una carta dalla tua mano in cima al tuo mazzo.<line>Quando ottieni questa carta, metti tutte le carte Tesoro che hai in gioco in cima al tuo mazzo nell'ordine che preferisci.",
|
||
"extra": " Quando giochi questa carta, ricevi +3 Coins e metti una carta dalla tua mano in cima al tuo mazzo. Se non hai carte rimaste in mano, non metti carte in cima al tuo mazzo. Se non ci sono carte rimaste nel mazzo, la carta che vi metti in cima diventa l'unica carta del tuo mazzo. Quando ottieni questa carta, metti tutti i tuoi Tesori in gioco in cima al tuo mazzo in qualsiasi ordine. Non sei obbligato a mostrare quest'ordine agli altri giocatori. Devi mettere tutti i tuoi Tesori sul mazzo; non puoi lasciarne fuori alcuni. Ci metti solo i Tesori in gioco, non quelli in mano. Questo non ti impedisce di avere le Monete fornite da quei Tesori ancora disponibili; per esempio, se hai +1 Acquisto e giochi quattro Ori comprando un Mandarino, metti gli Ori in cima al mazzo ma hai ancora 7 Coins da spendere. Il Mandarino mette i Tesori che hai giocato sul tuo mazzo sia che tu lo abbia comprato sia che tu lo abbia ottenuto in altri modi, anche se normalmente hai Tesori in gioco soltanto nella fase Acquisto. ",
|
||
"name": "Mandarino"
|
||
},
|
||
"Margrave": {
|
||
"description": "+3 Carte\n+1 Acquisto\nOgni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte nella sua mano.",
|
||
"extra": " Peschi 3 carte e ricevi +1 Acquisto. Ogni altro giocatore pesca una carta, quindi scarta fino ad avere 3 carte in mano. Pescare una carta non è per loro opzionale. Un giocatore che abbia tre o meno carte in mano dopo aver pescato non scarta niente. ",
|
||
"name": "Margravio"
|
||
},
|
||
"Noble Brigand": {
|
||
"description": "+1 Coin\nQuando acquisti o giochi questa carta, ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Argento o Oro rivelata di tua scelta, e scarta il resto. Se non ha rivelato una carta Tesoro, ottiene una carta Rame. Tu ottieni le carte eliminate.",
|
||
"extra": " Quando lo giochi, ricevi +1 Coin. Quando lo giochi e anche quando lo compri, ogni altro giocatore rivela le prime due carte del suo mazzo, elimina un Argento o un Oro a tua scelta, e scarta il resto. Ogni giocatore che non abbia rivelato nessuna carta Tesoro in questo modo ottiene un Rame dalla Riserva, mettendolo nello scarto. Infine, ottieni tutti gli Ori e gli Argenti eliminati in questo modo. Questa carta non può eliminare alcun Tesoro eccetto Argento o Oro. Ottenere un Ladro Gentiluomo senza comprarlo non fa partire questa abilità. Ladro Gentiluomo è una carta Attacco, e quando lo usi gli altri giocatori possono usare carte come Fossato o Stanza Segreta in risposta. Però, comprare un Ladro Gentiluomo non è \"giocare una carta Attacco\", quindi carte come Fossato non possono rispondere. ",
|
||
"name": "Ladro Gentiluomo"
|
||
},
|
||
"Nomad Camp": {
|
||
"description": "+1 Acquisto\n+2 Coins<line>Quando ottieni questa carta mettila in cima al tuo mazzo.",
|
||
"extra": " Quando ottieni questa carta, va in cima al tuo mazzo e non nello scarto. Succede sia che tu la ottenga comprandola che in altro modo. Se non ci fossero carte nel tuo mazzo, diventa l'unica carta del tuo mazzo. ",
|
||
"name": "Campo Nomadi"
|
||
},
|
||
"Oasis": {
|
||
"description": "+1 Carta\n+1 Azione\n+1 Coins\nScarta una carta.",
|
||
"extra": " Peschi prima di scartare. Puoi scartare la carta che hai pescato. Se non puoi pescare carte (non hai carte nel mazzo, e non ne hai nello scarto da mescolare), comunque scarti una carta se puoi. ",
|
||
"name": "Oasi"
|
||
},
|
||
"Oracle": {
|
||
"description": "Ogni giocatore (te incluso) rivela le prima carte del proprio mazzo, e tu scegli se scartarle o lasciarle sul mazzo nell'ordine che il proprietario preferisce.\n+2 Carte",
|
||
"extra": " Prima, ogni giocatore te incluso rivela le prime due carte del suo mazzo, e le scarta entrambe o le rimette entrambe in cima, a tua scelta. Un giocatore che le rimetta in cima lo fa in un ordine di sua scelta, e senza doverlo rivelare. Quindi, tu peschi due carte. Se hai rimesso a posto le carte rivelate, pescherai quelle. ",
|
||
"name": "Oracolo"
|
||
},
|
||
"Scheme": {
|
||
"description": "+1 Carta\n+1 Azione\nAll'inizio della fase di Pulizia in questo turno, puoi scegliere una carta Azione che hai in gioco. Se la scarti dal gioco in questo turno, mettila sul tuo mazzo.",
|
||
"extra": " Quando giochi questa carta, ricevi +1 Azione e inneschi un effetto che si verificherà dopo, all'inizio della fase di Pulizia. In quel momento, se vuoi puoi scegliere una carta Azione che hai in gioco. Se scarti quella carta Azione in questo turno, come faresti normalmente, la metterai in cima al tuo mazzo. Questo avviene prima che tu peschi le carte nel prossimo turno. La carta Azione scelta può essere la stessa Macchinazione, o qualsiasi altra carta Azione tu abbia in gioco, che potrebbe essere stata giocata prima o dopo Macchinazione. Se la carta Azione non è scartata durante la Pulizia, per esempio perchè si tratta di una carta Durata giocata in questo turno, non viene messa sul tuo mazzo. ",
|
||
"name": "Macchinazione"
|
||
},
|
||
"Silk Road": {
|
||
"description": "Vale 1 <VP> ogni 4 carte Vittoria nel tuo mazzo (per difetto).",
|
||
"extra": " Questa è una carta Vittoria, non una carta Azione. Non fa nulla fino alla fine della partita, quando varrà 1 punto Vittoria per ogni quattro carte Vittoria nel tuo mazzo (contando tutte le tue carte, il tuo scarto e la tua mano sono parte del tuo mazzo a quel punto). La Via della Seta conta anche se stessa. Arrotonda per difetto. Se hai 11 carte Vittoria, Via della Seta vale 2 punti Vittoria. Durante la preparazione, metti 12 Vie della Seta nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Via della Seta"
|
||
},
|
||
"Spice Merchant": {
|
||
"description": "Puoi eliminare una carta Tesoro dalla tua mano. Se lo fai, scegli:\n+2 Carte e +1 Azione;\no +2 Coins e +1 Acquisto.",
|
||
"extra": " Puoi eliminare una carta Tesoro dalla tua mano. E' opzionale. Se hai eliminato una carta Tesoro, scegli se ricevere +2 Carte e +1 Azione, o +2 Coins e +1 Acquisto. ",
|
||
"name": "Mercante di Spezie"
|
||
},
|
||
"Stables": {
|
||
"description": "Puoi scartare una carta Tesoro. Se lo fai, +3 Carte e +1 Azione.",
|
||
"extra": " Puoi scartare un Tesoro dalla tua mano. E' opzionale. Se ne hai scartato uno, ricevi +3 Carte e +1 Azione. Peschi dopo aver scartato, così se devi rimescolare per avere le 3 carte, mescoli anche la carta appena scartata. ",
|
||
"name": "Stalla"
|
||
},
|
||
"Trader": {
|
||
"description": "Elimina una carta dalla tua mano. Guadagni tante carte Argento quanto è il suo costo in _ Coins.<line>Quando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, guadagni un Argento al posto della carta che dovresti ottenere.",
|
||
"extra": " Quando giochi questa carta, elimina una carta dalla tua mano, e se lo hai fatto ottieni un numero di Argenti pari al costo di quella carta in Coins. Gli Argenti vengono dalla Riserva e finiscono nel tuo scarto. Se non ci sono abbastanza Argenti rimasti, ottieni solo quelli che puoi. Ottieni Argenti soltanto se hai eliminato una carta. Se elimini una carta che costa 0 Coins, come un Rame, otterrai zero Argenti. Puoi eliminare un Argento se vuoi; otterresti normalmente tre Argenti per questo. Se i costi sono modificati, come per aver giocato Strada Maestra, il Commerciante ti darà un numero modificato di Argenti, basato sul costo attuale. Per esempio se giochi Strada Maestra e poi Commerciante, eliminare una Tenuta ti farebbe ottenere un solo Argento. Se elimini una carta con una Pozione nel suo costo, non ottieni nulla per la Pozione, solo per il costo in Coins. Il Commerciante è anche una Reazione. Quando ottieni una carta, sia per averla comprata che per averla ottenuta in altri modi, puoi rivelare il Commerciante dalla tua mano per guadagnare un Argento dalla Riserva al posto della carta che dovresti ottenere. Se sarebbe dovuto succedere qualcosa per aver ottenuta l'altra carta, non avviene, visto che non l'hai ottenuta. Per esempio se compri Infame Profitto ma usi Commerciante per ottenere Argento al suo posto, nessuno otterrà una Maledizione. Però se avviene qualcosa quando compri una carta, quel qualcosa avviene ugualmente se sostituisci la carta ottenuta con l'Argento. Per esempio puoi comprare Terra Coltivata, eliminare una carta dalla tua mano e ottenerne una che costi 2 Coins in più, quindi usare Commerciante per ottenere Argento al posto di Terra Coltivata. Se la carta che dovresti ottenere non viene dalla Riserva, l'Argento comunque viene dalla Riserva. Se non ci sono Argenti rimasti nella Riserva, puoi comunque rivelare il Commerciante quando ottieni una carta; non ottieni nulla al posto della carta che avresti ottenuto.",
|
||
"name": "Commerciante"
|
||
},
|
||
"Tunnel": {
|
||
"description": "2 <*VP*><line>Quando scarti questa carta in qualsiasi momento che non sia la fase di Pulizia, puoi rivelarla. Se lo fai, ottieni un Oro.",
|
||
"extra": " Questa è sia una carta Vittoria che una carta Reazione. Alla fine della partita, la Galleria vale 2 punti Vittoria. L'abilità di Reazione della Galleria funziona quando la scarti. Non puoi semplicemente scegliere di scartarla; qualcosa deve fartelo fare. Quest'abilità funziona sia che scarti la Galleria nel tuo turno (come con l'Oasi) o nel turno di qualcun'altro (come con Margravio). Funziona sia se è scartata dalla tua mano (come con Oasi) che dal tuo mazzo, o se messa da parte (come col Cartografo). Se la Galleria non verrebbe normalmente rivelata (come con le carte scartate col Cartografo), devi riverlarla per ottenere l'Oro. Rivelarla è opzionale, anche se la Galleria era già rivelata per altre ragioni; non sei obbligato a guadagnare Oro. Questa abilità non funziona se le carte vengono messe nel tuo scarto senza venire scartate, come quando compri una carta, quando ottieni una carta direttamente (come col Villaggio di Frontiera), quando il tuo mazzo è messo nello scarto, come col Cancelliere, o con Possessione nel momento in cui le carte eliminate ti sono restituite a fine turno. Inoltre non funziona durante la Pulizia, quando scarti normalmente tutte le tue carte giocate e non giocate. Il punto chiave da guardare è se su una carta è chiaramente scritto di \"scartare\" carte. L'Oro ottenuto viene dalla Riserva e finisce nello scarto; se non c'è Oro rimasto nella Riserva, non ne ottieni. ",
|
||
"name": "Galleria"
|
||
},
|
||
"Coppersmith": {
|
||
"description": "Le carte Rame valgono una Moneta in più durante questo turno.",
|
||
"extra": " Questo cambia solo quanti soldi ottieni quando giochi Rame. L'effetto è cumulativo; se usi Sala del Trono su Battirame, ogni Rame che giocherai in quel turno produrrà 3 Coins.",
|
||
"name": "Battirame"
|
||
},
|
||
"Great Hall": {
|
||
"description": "+1 Carta<br>+1 Azione<line>1 <*VP*>",
|
||
"extra": " Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, peschi una carta e puoi giocare un'altra Azione. Alla fine della partita vale 1 PV, come una Tenuta. Durante la preparazione, metti 12 Grandi Saloni nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Grande Salone"
|
||
},
|
||
"Saboteur": {
|
||
"description": "Ogni altro giocatore rivela carte dalla cima del suo mazzo fino a rivelarne una che costi almeno 3 Coins. Elimina quella carta e può ottenerne una che costi al massimo 2 Coins in meno di essa. Scarta le altre carte rivelate.",
|
||
"extra": " Ogni altro giocatore rivela le carte dalla cima del proprio mazzo fino a quando non rivela una carta che costi 3 Coins o più. Se un giocatore deve mescolare per continuare a rivelare carte, non rimescola nel mazzo le carte già rivelate. Se rivela tutto il suo mazzo senza trovare nessuna carta che costi 3 o più Monete, semplicemente scarta tutte le carte rivelata. Se rivela una carta che costi 3 o più Monete, la elimina e può quindi scegliere di ottenere una carta che costi al massimo 2 Coins in meno della carta eliminata. Per esempio, se avesse eliminato una carta che costa 5 Coins, potrebbe ottenere una carta che valga fino a 3 Coins. La carta ottenuta deve venire dalla Riserva ed è messa nella sua pila degli scarti, così come lo sono le sue carte rivelate. I costi delle carte sono modificati dal Ponte.",
|
||
"name": "Sabotatore"
|
||
},
|
||
"Scout": {
|
||
"description": "+1 Azione<n>Rivela le prime 4 carte del tuo mazzo. Metti le carte Vittoria rivelate nella tua mano. Rimetti le altre carte in cima al tuo mazzo nell'ordine che preferisci.",
|
||
"extra": " Se ci sono meno di 4 carte rimaste nel tuo mazzo, rivela tutte le carte rimaste, mescola la tua pila degli scarti (che non include le carte appena rivelate), quindi rivela il resto delle carte necessarie. Le carte Azione - Vittoria sono carte Vittoria. Le carte Maledizione non sono carte Vittoria. Metti in mano tutte le carte Vittoria rivelate; non puoi lasciarne alcune in cima al mazzo. Non sei tenuto a rivelare l'ordine in cui rimetti le carte in cima al mazzo.",
|
||
"name": "Scout"
|
||
},
|
||
"Secret Chamber": {
|
||
"description": "Scarta qualsiasi numero di carte. +1 Coin per carta scartata. - Quando un altro giocatore usa una carta Attacco, puoi rivelare questa carta dalla tua mano. Se lo fai, +2 carte, poi metti 2 carte dalla tua mano in cima al tuo mazzo.",
|
||
"extra": " Quando giochi questa carta come Azione nel tuo turno, prima scarti qualsiasi numero di carte dalla tua mano, quindi ottieni 1 Coin per ogni carta scartata. Puoi scegliere di scartare 0 carte, ottenendo 0 Coins. L'altra abilità non fa nulla in questo caso in quanto si usa solo come Reazione. Quando qualcun'altro usa una carta Attacco, puoi rivelare Stanza Segreta dalla tua mano. Se lo fai, innanzitutto pesca 2 carte, quindi metti sul tuo mazzo 2 carte dalla tua mano in qualsiasi ordine. Le carte che metti sul mazzo non devono necessariamente essere quelle che hai pescato. Puoi anche mettere sul mazzo la Stanza Segreta stessa; è ancora nella tua mano quando la riveli. Rivelare la Stanza Segreta avviene prima che qualsiasi Attacco abbia effetto su di te. Per esempio, se un altro giocatore usa Ladro, puoi rivelare Stanza Segreta, pescare 2 carte, metterne sul mazzo 2, e quindi risolvere il venir colpito dal Ladro. Puoi rivelare Stanza Segreta ogni volta che un giocatore usa una carta Attacco, anche se quell'attacco non ti influenzerebbe. Inoltre, puoi rivelare più di una carta Reazione in risposta a un Attacco. Per esempio, dopo aver rivelato Stanza Segreta in risposta ad un Attacco ed averne risolto l'effetto, puoi ancora rivelare un Fossato per evitare completamente l'Attacco.",
|
||
"name": "Stanza Segreta"
|
||
},
|
||
"Tribute": {
|
||
"description": "Il giocatore alla tua sinistra scarta le prime 2 carte del suo mazzo. Per ogni carta dal nome diverso rivelata, se è una carta Azione, +2 Azioni; carta Tesoro, +2 Coins; carta Vittoria, +2 Carte.",
|
||
"extra": " Se il giocatore a te successivo ha meno di due carte rimaste nel mazzo, rivela tutte le carte del mazzo, mescola lo scarto (che non include quel che è stato appena rivelato), quindi rivela il resto necessario. Le carte rivelate sono poi scartate. Se il giocatore a te successivo non ha abbastanza carte per rivelarne 2, rivela quel che può. Ricevi bonus per i tipi di carte rivelati, contando solo le carte diverse. Una carta con 2 tipi ti fornisce entrambi i bonus. Quindi se il giocatore alla tua sinistra rivela Rame e Harem, ricevi +4 Coins e +2 carte; se rivela 2 Argenti, ricevi solo +2 Coins. Le Maledizioni non danno bonus.",
|
||
"name": "Tributo"
|
||
},
|
||
"Baron": {
|
||
"description": "+1 Acquisto<n>Puoi scartare una carta Tenuta. Se lo fai, +4 Coins. Altrimenti, ottieni una carta Tenuta.",
|
||
"extra": " Non sei obbligato a scartare una Tenuta, anche se ce l'hai in mano. Ad ogni modo, se non scarti una Tenuta, devi ottenerne una (se ne rimangono); non puoi scegliere di avere solo +1 Acquisto da questa carta.",
|
||
"name": "Barone"
|
||
},
|
||
"Bridge": {
|
||
"description": "+1 Acquisto<br>+1 Coin<n>Tutte le carte (incluse le carte in mano ai giocatori) costano 1 Coin in meno durante questo turno, ma non meno di 0 Coins.",
|
||
"extra": " I costi sono di 1 Coin più bassa ai fini di tutto quanto. Per esempio, se giochi Villaggio, poi Ponte, poi Officina, potresti usare Officina per ottenere un Ducato (visto che ora il Ducato costa 4, grazie al Ponte). Quindi, se hai giocato 3 Coins, potresti comprare un Argento (per 2 Coins) e una Tenuta (per una Moneta). L'effetto vale anche per le carte nei mazzi dei giocatori. L'effetto è cumulativo; se usi Sala del Trono su un Ponte, tutte le carte costeranno 2 Coins in meno in questo turno. I costi non vanno mai sotto 0 Coins. Per questo motivo, se giochi Ponte seguito da Potenziamento, potresti eliminare un Rame (che ancora costa 0, anche se hai giocato Ponte) e ottenere una Pedina (che costa 1 dopo aver giocato Ponte).",
|
||
"name": "Ponte"
|
||
},
|
||
"Conspirator": {
|
||
"description": "+2 Coins<n>Se hai giocato 3 o più carte Azione in questo turno (questa inclusa): +1 Carta, +1 Azione.",
|
||
"extra": " Verifichi se Cospiratori ti conferisce +1 Carta e +1 Azione dopo averlo giocato. Le carte Azione giocate successivamente nel turno non cambiano questa valutazione. Ai fini del contare le Azioni, se usi Sala del Trono su di una Azione, è un'Azione per la Sala del Trono, una per l'Azione selezionata giocata la prima volta, e una per l'Azione selezionata giocata la seconda volta. Per esempio, se usi Sala del Trono su Cospiratori, il primo Cospiratori sarà la tua seconda Azione, e non ti darà +1 Carta e +1 Azione, ma il secondo Cospiratori sarà la tua terza Azione, ed otterrai +1 Carta e +1 Azione per questo secondo Cospiratori. Le carte Azione - Vittoria sono Azioni.",
|
||
"name": "Cospiratore"
|
||
},
|
||
"Courtyard": {
|
||
"description": "+3 Carte<n>Metti una carta dalla tua mano in cima al tuo mazzo.",
|
||
"extra": " Peschi carte e le aggiungi alla tua mano prima di metterne una sul mazzo. La carta che poni sul mazzo può essere qualsiasi carta nella tua mano, non deve per forza essere una delle tre appena pescate.",
|
||
"name": "Cortile di Campagna"
|
||
},
|
||
"Duke": {
|
||
"description": "Vale 1 <VP> per ogni Ducato in tuo possesso.",
|
||
"extra": " Questa carta non fa nulla fino alla fine della partita, quando varrà 1 PV per ogni Ducato in tuo possesso. Se contino tutte le tue carte, la tua pila degli scarti e la tua mano sono parte del mazzo a quel punto. Durante la preparazione, metti 12 Duchi nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Duca"
|
||
},
|
||
"Harem": {
|
||
"description": "2 <*COIN*><line>2 <*VP*>",
|
||
"extra": " Questa è sia una carta Tesoro che una carta Vittoria. Puoi giocarla per 2 Coins, proprio come una carta Argento. Alla fine della partita, vale 2 PV. Durante la preparazione, metti 12 Harem nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Harem"
|
||
},
|
||
"Ironworks": {
|
||
"description": "Ottieni una carta che costi fino a 4 Coins. Se è una carta Azione, +1 Azione. Se è una carta Tesoro, +1 Coin. Se è una carta Vittoria, +1 Carta.",
|
||
"extra": " La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti. Ottieni un bonus a seconda del tipo di carta ottenuta. Una carta di due tipi ti fornisce entrambi i bonus; se usi Fonderia per ottenere un Grande Salone, pescherai una carta (visto che Grande Salone è una carta Vittoria) e potrai giocare un'altra Azione (visto che Grande Salone è una carta Azione). I costi delle carte sono modificati dal Ponte. [Non puoi ottenere una carta con una Pozione nel costo grazie a Fonderia.]",
|
||
"name": "Fonderia"
|
||
},
|
||
"Masquerade": {
|
||
"description": "+2 Carte<n>Ogni giocatore passa una carta dalla sua mano al giocatore alla propria sinistra. Puoi eliminare una carta dalla tua mano.",
|
||
"extra": " Prima peschi 2 carte. Successivamente, ogni giocatore (simultaneamente) scelgono una carta dalla propria mano e la mettono a faccia in giù sul tavolo fra loro e il giocatore alla loro sinistra. Il giocatore alla sinistra quindi mette questa carta nella propria mano. Le carte vengono passate simultaneamente, quindi non puoi guardare quale carta ti viene passata finchè non hai scelto quella da passare. Infine, puoi eliminare una carta dalla tua mano. Solo il giocatore che ha giocato Ballo in Maschera può eliminare una carta. Questo non è un Attacco e non vi si può rispondere con Fossato o Stanza Segreta.",
|
||
"name": "Ballo in Maschera"
|
||
},
|
||
"Mining Village": {
|
||
"description": "+1 Carta<br>+2 Azioni<n>Puoi eliminare immediatamente questa carta. Se lo fai, +2 Coins.",
|
||
"extra": " Devi decidere se eliminare o meno il Villaggio Minerario prima di passare ad altre Azioni o ad altre fasi. Ottieni +1 Carta e +2 Azioni, che tu lo elimini no. Se lo elimini ricevi anche +2 Coins. Se usi Sala del Trono su un Villaggio Minerario, non puoi eliminare due volte Villaggio Minerario. Riceverai +1 Carta, +2 Azioni e +2 Coins la prima volta che lo giocherai ed eliminerai, e quando lo giocherai la seconda volta grazie a Sala del Trono avrai +1 Carta, +2 Azioni ma non potrai eliminarlo di nuovo.",
|
||
"name": "Villaggio Minerario"
|
||
},
|
||
"Minion": {
|
||
"description": "+1 Azione<n>Scegli: +2 Coins; o scarta la tua mano, +4 Carte, e ogni altro giocatore che abbia almeno 5 carte nella propria mano scarta la sua mano e pesca 4 carte.",
|
||
"extra": " Ricevi +1 Azione qualunque scelta tu faccia. Le scelte sono +2 Coins, o tutto il resto: scartare, pescare 4 carte, e far scartare e pescare tutti gli altri giocatori. Un giocatore che reagisca col Fossato non scarta e non pesca. Gli altri giocatori vengono influenzati da questa carta solo se hanno 5 o più carte nelle loro mani. Gli altri giocatori possono usare Stanza Segreta quando giochi Tirapiedi anche se non hanno 5 o più carte nelle loro mani. [Scegli come usare Tirapiedi dopo che gli altri giocatori hanno rivelato le loro Reazioni.]",
|
||
"name": "Tirapiedi"
|
||
},
|
||
"Nobles": {
|
||
"description": "Scegli: +3 Carte, o +2 Azioni.<line>2 <*VP*>",
|
||
"extra": " Questa è sia una carta Azione che una carta Vittoria. Quando la giochi, scegli se pescare 3 carte o avere altre 2 Azioni da giocare; uno o l'altro. Alla fine della partita, questa carta vale 2 PV. Durante la preparazione, metti 12 Nobili nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori.",
|
||
"name": "Nobili"
|
||
},
|
||
"Pawn": {
|
||
"description": "Scegli due: +1 Carta, +1 Azione, +1 Acquisto, +1 Coin.<br>(le scelte devono essere diverse).",
|
||
"extra": " Prima scegli 2 fra le 4 opzioni. Non puoi scegliere la stesso opzione due volte. Dopo averle scelte entrambe, eseguile entrambe, nell'ordine che preferisci. Non puoi scegliere di pescare una carta e fare la seconda scelta dopo aver visto la carta pescata.",
|
||
"name": "Pedina"
|
||
},
|
||
"Shanty Town": {
|
||
"description": "+2 Azioni<n>Rivela la tua mano. Se non hai carte Azione in mano, +2 Carte.",
|
||
"extra": " Ricevi 2 ulteriori Azioni da giocare a prescindere da tutto. Quindi devi rivelare la tua mano. Se non hai carte Azione in mano, peschi 2 carte. Se la prima carta che peschi è una carta Azione, peschi comunque la seconda carta. Le carte Azione - Vittoria sono carte Azione.",
|
||
"name": "Baraccopoli"
|
||
},
|
||
"Steward": {
|
||
"description": "Scegli: +2 Carte; o +2 Coins; o elimina 2 carte dalla tua mano.",
|
||
"extra": " Se scegli di eliminare 2 carte ed hai 2 o più carte in mano dopo aver giocato Maggiordomo, devi eliminare esattamente 2 carte. Puoi scegliere di eliminare 2 carte anche se hai solo una carta rimasta nella tua mano dopo aver giocato Maggiordomo; elimini solamente la carta rimasta. Non puoi prendere parte dei bonus: peschi 2 carte, ricevi 2 Coins, o elimini 2 carte.",
|
||
"name": "Maggiordomo"
|
||
},
|
||
"Swindler": {
|
||
"description": "+2 Coins<n>Ogni altro giocatore elimina la carta in cima al proprio mazzo ed ottiene una carta dello stesso costo di tua scelta.",
|
||
"extra": " Un giocatore senza carte rimaste nel mazzo deve prima mescolare; un giocatore che nonostante abbia mescolato sia ancora senza carte non elimina e non ottiene nulla. Il Truffatore si risolve in ordine di turno a cominciare dal giocatore alla tua sinistra. Le carte ottenute vanno nella pila degli scarti. Se un giocatore elimina una carta che costa 0, come un Rama, puoi scegliere di dargli una Maledizione (se ne rimangono). Puoi dare a un giocatore un'altra copia della carta eliminata. Le carte ottenute devono venire dalla Riserva, e devi scegliere una carta ancora presente se puoi (non puoi scegliere un mazzetto esaurito). Se non ci sono carte nella Riserva dello stesso costo di una carta eliminata, non viene ottenuta alcuna carta. Un giocatore che riveli il Fossato come Reazione non rivela carte dal suo mazzo, quindi non elimina ne ottiene carte.",
|
||
"name": "Truffatore"
|
||
},
|
||
"Torturer": {
|
||
"description": "+3 Carte<n>Ogni altro giocatore sceglie: scarta 2 carte; o ottiene una carta Maledizione, mettendola nella sua mano.",
|
||
"extra": " Ogni altro giocatore sceglie quale opzione subire e la subisce. Un giocatore può scegliere di ottenere una Maledizione anche se non ne rimane nessuno, in questo caso non ne ottiene; e un giocatore può scegliere di scartare 2 carte anche se non ha carte in mano o se ne ha una sola (se ne ha una sola, scarta quella). Le Maledizioni ottenute vanno in mano ai giocatori e non nelle loro pile degli scarti. Se non ci sono abbastanza Maledizioni per tutti, vengono distribuite in ordine di turno a partire dal giocatore alla tua sinistra. Anche le decisioni seguono lo stesso ordine.",
|
||
"name": "Carceriere"
|
||
},
|
||
"Trading Post": {
|
||
"description": "Elimina 2 carte dalla tua mano. Se lo fai, ottieni una carta Argento; mettila nella tua mano.",
|
||
"extra": " Se hai due o più carte in mano, devi eliminare esattamente 2 carte e ottenere una carta Argento. L'Argento ottenuto va nella tua mano e può essere speso nello stesso turno. Se il mazzetto Argento è vuoto, non ottieni una carta Argento (ma elimini comunque se possibile). Se hai una sola carta rimasta in mano e giochi Stazione Commerciale, elimini la carta rimasta ma non ottieni una carta Argento. Se non hai carte in mano quando giochi questa carta, non succede nulla.",
|
||
"name": "Stazione Commerciale"
|
||
},
|
||
"Upgrade": {
|
||
"description": "+1 Carta<br>+1 Azione<n>Elimina una carta dalla tua mano. Ottieni una carta che costi esattamente 1 Coin più della carta eliminata.",
|
||
"extra": " Innanzitutto pesca una carta. Quindi, devi eliminare una carta dalla tua mano e ottenere una carta che costi esattamente 1 Coin in più rispetto alla carta eliminata. La carta ottenuta deve venire dalla Riserva, e finisce nella tua pila degli scarti. Se non ci sono carte disponibili per quel costo, non ottieni nulla (hai comunque eliminato una carta). Se non hai una carta in mano da eliminare, non elimini ne ottieni carte. I costi delle carte sono influenzati dal Ponte. Dal momento che il Ponte influenza i costi sia della carta che elimini che delle carte che puoi ottenere, nella maggior parte dei casi il Ponte non avrà effetti. Ma siccome le carta non possono andare sotto il costo zero, un Ponte giocato prima di un Potenziamento ti permetterebbe di eliminare un Rame ed ottenere una Tenuta.",
|
||
"name": "Potenziamento"
|
||
},
|
||
"Wishing Well": {
|
||
"description": "+1 Carta<br>+1 Azione<n>Nomina una carta, quindi rivela la carta in cima al tuo mazzo. Se è la carta nominata, mettila nella tua mano.",
|
||
"extra": " Prima peschi una carta. Quindi nomini una carta (\"Rame\", per esempio... non \"Carta Tesoro\") e riveli la prima carta del tuo mazzo; se è la carta nominata, la metti nella tua mano. Se non lo è, la rimetti in cima al mazzo.",
|
||
"name": "Pozzo dei Desideri"
|
||
},
|
||
"Courtier": {
|
||
"description": "Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +3 Coin; or gain a Gold. The choices must be different.",
|
||
"extra": "First reveal a card from your hand, then count the types.<n>The types are the words on the bottom line including Action, Attack, Curse, Reaction, Treasure, and Victory (with more in expansions).<n>Then choose one different thing per type the card had; if you revealed a card with two types, you pick two things.<n>For example you could reveal a Copper and choose \"gain a Gold,\" or reveal a Mill and choose \"+1 Action\" and \"+3 Coin\".<n>If you gain a Gold, put the Gold into your discard pile.",
|
||
"name": "Courtier"
|
||
},
|
||
"Diplomat": {
|
||
"description": "+ 2 Cards<br>If you have 5 or fewer cards in hand (after drawing), +2 Actions.<line>When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.",
|
||
"extra": "When playing this, you get +2 Cards, then count your cards in hand, and if you have 5 cards or fewer, you get +2 Actions.<n>So, for example if you play this from a hand of 5 cards, you will put it into play, going down to 4 cards, then draw 2 cards, going up to 6 cards, and that is more than 5 cards so you would not get the +2 Actions.<n>Diplomat can also be used when another player plays an Attack card, if you have at least 5 cards in hand.<n>Before the Attack card does anything, you can reveal a Diplomat from your hand; if you do, you draw 2 cards, then discard 3 cards (which can include the Diplomat).<n>If you still have at least 5 cards in hand after doing that (such as due to Council Rooms), you can reveal Diplomat again and do it again.<n>You reveal Reactions one at a time; you cannot reveal two Diplomats simultaneously.<n>You can reveal a Moat from your hand (to be unaffected by an Attack) either before or after revealing and resolving a Diplomat (even if the Moat was not in your hand until after resolving Diplomat).",
|
||
"name": "Diplomat"
|
||
},
|
||
"Lurker": {
|
||
"description": "+1 Action<n>Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.",
|
||
"extra": "The card trashed or gained has to be an Action card, but can have other types too. For example Lurker can trash Nobles from the Supply and can gain Nobles from the trash.<n>When gaining a card with Lurker, put the gained card into your discard pile.<n>When you trash a card from the supply that has a special effect when trashed, the on-trash effect activates. However, trashing from the supply does not allow you to react with Market Square.",
|
||
"name": "Lurker"
|
||
},
|
||
"Mill": {
|
||
"description": "+1 Card<br>+1 Action<br>You may discard 2 cards, for +2 Coin.<line>1 <*VP*>",
|
||
"extra": "You can choose to discard 2 cards even if you only have one card in hand, but you only get +2 Coin if you actually discarded 2 cards.<line>Use 8 Mills for games with 2 players, 12 for games with 3 or more players.",
|
||
"name": "Mill"
|
||
},
|
||
"Patrol": {
|
||
"description": "+3 Cards<n>Reveal the top 4 cards of your deck. Put the Victory cards and Curses into your hand. Put the rest back in any order.",
|
||
"extra": "First draw 3 cards, then reveal the top 4 cards of your deck.<n>Put the revealed Victory cards and Curses into your hand; you have to take them all.<n>Put the rest of the cards back on your deck in any order you choose.",
|
||
"name": "Patrol"
|
||
},
|
||
"Replace": {
|
||
"description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than it. If the gained card is an Action or Treasure, put it onto your deck; if it's a Victory card, each other player gains a Curse.",
|
||
"extra": "Like Remodel, you first trash a card from your hand, then gain a card from the Supply costing up to 2 Coin more than the trashed card, putting the gained card into your discard pile.<n>Replace gives you an additional bonus based on the types of the gained card; if it is an Action or Treasure you move it to the top of your deck, and if it is a Victory card the other players each gain a Curse.<n>It is possible to get both bonuses; if you gain Harem, Mill, or Nobles with Replace, it both goes on your deck and causes the other players to each gain a Curse.",
|
||
"name": "Replace"
|
||
},
|
||
"Secret Passage": {
|
||
"description": "+2 Cards<br>+1 Action<n>Take a card from your hand and put it anywhere in your deck.",
|
||
"extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.<n>The card can be one you just drew or any other card from your hand.<n>It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.<n>If there are no cards left in your deck, the card put back becomes the only card in your deck.<n>Where you put the card is public knowledge.<n>You don't have to put the card into a specific spot, you can just shove it into your deck if you want.",
|
||
"name": "Secret Passage"
|
||
},
|
||
"Alliance": {
|
||
"description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.",
|
||
"extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.",
|
||
"name": "Alliance"
|
||
},
|
||
"Animal Fair": {
|
||
"description": "+4 Coin<br>+1 Buy per empty supply pile.<line>Instead of paying this card's cost, you may trash an Action card from your hand.",
|
||
"extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).<n>This only counts Supply piles, not non-Supply piles like Horse.<n>When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.<n>Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.<n>In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.",
|
||
"name": "Animal Fair"
|
||
},
|
||
"Banish": {
|
||
"description": "Exile any number of cards with the same name from your hand.",
|
||
"extra": "For example, you could Exile three Estates from your hand.",
|
||
"name": "Banish"
|
||
},
|
||
"Bargain": {
|
||
"description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.",
|
||
"extra": "The other players gain their Horses in turn order.<n>They cannot decline to gain one.",
|
||
"name": "Bargain"
|
||
},
|
||
"Barge": {
|
||
"description": "Either now or at the start of your next turn,<n>+3 Cards and +1 Buy.",
|
||
"extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.<n>If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.<n>If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).",
|
||
"name": "Barge"
|
||
},
|
||
"Black Cat": {
|
||
"description": "+2 Cards<n>If it isn't your turn, each other player gains a Curse.<line>When another player gains a Victory card, you may play this from your hand.",
|
||
"extra": "When you play this on your turn, you draw 2 cards.<n>When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.<n>When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.",
|
||
"name": "Black Cat"
|
||
},
|
||
"Bounty Hunter": {
|
||
"description": "+1 Action<br>Exile a card from your hand.<n>If you didn't have a copy of it in Exile, +3 Coin.",
|
||
"extra": "First you get +1 Action and Exile a card from your hand; this is not optional.<n>Then if that is the only copy of that card that you have in Exile, you get +3 Coin.<n>If you can't Exile a card, you don't get +3 Coin.",
|
||
"name": "Bounty Hunter"
|
||
},
|
||
"Camel Train": {
|
||
"description": "Exile a non-Victory card from the Supply.<line>When you gain this, Exile a Gold from the Supply.",
|
||
"extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.<n>The Exiled cards are not available for use until discarded from the Exile mat.",
|
||
"name": "Camel Train"
|
||
},
|
||
"Cardinal": {
|
||
"description": "+2 Coin<br>Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.",
|
||
"extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.",
|
||
"name": "Cardinal"
|
||
},
|
||
"Cavalry": {
|
||
"description": "Gain 2 Horses.<line>When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.",
|
||
"extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.<n>When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.<n>+1 Buy is not useful if it is not your turn.<n>This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.<n>Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.<n>Returning to your Action phase does not give you any +Actions; you have left however many you already had left.",
|
||
"name": "Cavalry"
|
||
},
|
||
"Commerce": {
|
||
"description": "Gain a Gold per differently named card you've gained this turn.",
|
||
"extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.",
|
||
"name": "Commerce"
|
||
},
|
||
"Coven": {
|
||
"description": "+1 Action<br>+2 Coin<br>Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.",
|
||
"extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.",
|
||
"name": "Coven"
|
||
},
|
||
"Delay": {
|
||
"description": "You may set aside an Action card from your hand. At the start of your next turn, play it.",
|
||
"extra": "Once you set aside the Action card, you have to play it at the start of your next turn.<n>If you do multiple things at the start of your turn, you can order them.<n>Playing the Action card at the start of your next turn does not use up an Action.",
|
||
"name": "Delay"
|
||
},
|
||
"Demand": {
|
||
"description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.",
|
||
"extra": "The Horse goes on top first, then the card costing up to 4 coin does.",
|
||
"name": "Demand"
|
||
},
|
||
"Desperation": {
|
||
"description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin",
|
||
"extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.",
|
||
"name": "Desperation"
|
||
},
|
||
"Destrier": {
|
||
"description": "+2 Cards<br>+1 Action<line>During your turns, this costs 1 Coin less per card you've gained this turn.",
|
||
"extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.<n>For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.<n>Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.",
|
||
"name": "Destrier"
|
||
},
|
||
"Displace": {
|
||
"description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.",
|
||
"extra": "The card you gain does not have to cost more than the card you Exiled.<n>For example, you could Exile a Province and gain a Gold.",
|
||
"name": "Displace"
|
||
},
|
||
"Enclave": {
|
||
"description": "Gain a Gold. Exile a Duchy from the Supply.",
|
||
"extra": "The Duchy goes directly from the Duchy pile to your Exile mat.",
|
||
"name": "Enclave"
|
||
},
|
||
"Enhance": {
|
||
"description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.",
|
||
"extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.",
|
||
"name": "Enhance"
|
||
},
|
||
"Falconer": {
|
||
"description": "Gain a card to your hand costing less than this.<line>When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.",
|
||
"extra": "This can only gain cards from the Supply.<n>You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.<n>You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.<n>The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).<n>If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.",
|
||
"name": "Falconer"
|
||
},
|
||
"Fisherman": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Coin<line>During your turns, if your discard pile is empty, this costs 3 Coin less.",
|
||
"extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.<n>If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.",
|
||
"name": "Fisherman"
|
||
},
|
||
"Gamble": {
|
||
"description": "+1 Buy<n>Reveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.",
|
||
"extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.",
|
||
"name": "Gamble"
|
||
},
|
||
"GateKeeper": {
|
||
"description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.",
|
||
"extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.<n>Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.<n>Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.<n>Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.<n>It only cares about cards in Exile, it does not care how they got there.",
|
||
"name": "GateKeeper"
|
||
},
|
||
"Goatheard": {
|
||
"description": "+1 Action<n>You may trash a card from your hand.<n>+1 Card per card the player to your right trashed on their last turn.",
|
||
"extra": "You draw cards even if you did not trash a card.<n>One way to keep count of the number of cards trashed is to put them on the trash sideways.",
|
||
"name": "Goatheard"
|
||
},
|
||
"Groom": {
|
||
"description": "Gain a card costing up to 4 Coin If it's an...<n>Action card, gain a Horse;<n>Treasure card, gain a Silver;<n>Victory card, +1 Card and +1 Action.<n>",
|
||
"extra": "First gain a card, then apply the bonuses in the order listed.<n>A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.",
|
||
"name": "Groom"
|
||
},
|
||
"Horse": {
|
||
"description": "+2 Cards<br>+1 Action<n>Return this to its pile.<n><i>(This is not in the Supply.)</i>",
|
||
"extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.",
|
||
"name": "Horse"
|
||
},
|
||
"Hostelry": {
|
||
"description": "+1 Card<br>+2 Actions<line>When you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.",
|
||
"extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.<n>Reveal the discarded Treasure cards.<n>You do not have to discard anything, and cannot discard anything but Treasures.",
|
||
"name": "Hostelry"
|
||
},
|
||
"Hunting Lodge": {
|
||
"description": "+1 Card<br>+2 Actions<br>You may discard your hand for +5 Cards.",
|
||
"extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).<n>If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).",
|
||
"name": "Hunting Lodge"
|
||
},
|
||
"Invest": {
|
||
"description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.",
|
||
"extra": "It only matters if the card you Exile is an Action, not if the whole pile is.<n>While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.<n>This is not optional.<n>This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.<n>If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.<n>Those other Exiled cards were not Invested and do not draw you cards.<n>Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.",
|
||
"name": "Invest"
|
||
},
|
||
"Kiln": {
|
||
"description": "+2 Coin<br>The next time you play a card this turn, you may first gain a copy of it.",
|
||
"extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.<n>It can only gain cards from the Supply.<n>You (optionally) gain a copy of the card before following the instructions on the card.<n>If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.<n>If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.<n>If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.",
|
||
"name": "Kiln"
|
||
},
|
||
"Livery": {
|
||
"description": "+3 Coin<br>This turn, when you gain a card costing 4 Coin or more, gain a Horse.",
|
||
"extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.<n>Livery works on cards gained via buying them, and cards gained other ways.",
|
||
"name": "Livery"
|
||
},
|
||
"March": {
|
||
"description": "Look through your discard pile. You may play an Action card from it.",
|
||
"extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.<n>Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.<n>This does not use up an Action.",
|
||
"name": "March"
|
||
},
|
||
"Mastermind": {
|
||
"description": "At the start of your next turn, you may play an Action card from your hand three times.",
|
||
"extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).<n>Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.<n>If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.<n>If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.<n>If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.",
|
||
"name": "Mastermind"
|
||
},
|
||
"Paddock": {
|
||
"description": "+2 Coin<br>Gain 2 Horses.<br>+1 Action per empty Supply pile.",
|
||
"extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).<n>This only counts Supply piles, not non-Supply piles like Horse.",
|
||
"name": "Paddock"
|
||
},
|
||
"Populate": {
|
||
"description": "Gain one card from each Action Supply pile.",
|
||
"extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.<n>If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.<n>If a pile is empty, you do not gain one of those.<n>You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.<n>For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.<n>If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.",
|
||
"name": "Populate"
|
||
},
|
||
"Pursue": {
|
||
"description": "+1 Buy<n>Name a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.",
|
||
"extra": "You can name a card that is not in the game; all four cards will be discarded.",
|
||
"name": "Pursue"
|
||
},
|
||
"Reap": {
|
||
"description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.",
|
||
"extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.<n>You discard the Gold that turn as normal.<n>If multiple things happen at the start of your turn, you can order them.<n>This does not skip your Action phase.",
|
||
"name": "Reap"
|
||
},
|
||
"Ride": {
|
||
"description": "Gain a Horse.",
|
||
"extra": "You simply gain a Horse.",
|
||
"name": "Ride"
|
||
},
|
||
"Sanctuary": {
|
||
"description": "+1 Card<br>+1 Action<br>+1 Buy<br>You may Exile a card from your hand.",
|
||
"extra": "Exiling a card is optional.",
|
||
"name": "Sanctuary"
|
||
},
|
||
"Scrap": {
|
||
"description": "Trash a card from your hand.<n>Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.",
|
||
"extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.<n>So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.",
|
||
"name": "Scrap"
|
||
},
|
||
"Seize the Day": {
|
||
"description": "Once per game: Take an extra turn after this one.",
|
||
"extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.",
|
||
"name": "Seize the Day"
|
||
},
|
||
"Sheepdog": {
|
||
"description": "+2 Cards<line>When you gain a card, you may play this from your hand.",
|
||
"extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.<n>Remember that when you buy a card, you can no longer play Treasures in that Buy phase.<n>If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.<n>f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.",
|
||
"name": "Sheepdog"
|
||
},
|
||
"Sleigh": {
|
||
"description": "Gain 2 Horses.<line>When you gain a card, you may discard this, to put that card into your hand or onto your deck.",
|
||
"extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.<n>If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.<n>If something else has moved the card since it was gained, Sleigh cannot move it.",
|
||
"name": "Sleigh"
|
||
},
|
||
"Snowy Village": {
|
||
"description": "+1 Card<br>+4 Actions<br>+1 Buy<br><n>Ignore any further +Actions you get this turn.",
|
||
"extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.<n>Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).<n>This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.<n>You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.",
|
||
"name": "Snowy Village"
|
||
},
|
||
"Stampede": {
|
||
"description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.",
|
||
"extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.",
|
||
"name": "Stampede"
|
||
},
|
||
"Stockpile": {
|
||
"description": "3 <*COIN*><br><br>+1 Buy<n>When you play this, Exile it.",
|
||
"extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.<n>When you play this, you also get +1 Buy, and put this on your Exile mat.<n>If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.",
|
||
"name": "Stockpile"
|
||
},
|
||
"Supplies": {
|
||
"description": "1 <*COIN*><br><br>When you play this, gain a Horse onto your deck.",
|
||
"extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.<n>When you play this, gain a Horse, putting it directly onto your deck.",
|
||
"name": "Supplies"
|
||
},
|
||
"Toil": {
|
||
"description": "+1 Buy<n>You may play an Action card from your hand.",
|
||
"extra": "Playing an Action card this way does not use up an Action.",
|
||
"name": "Toil"
|
||
},
|
||
"Transport": {
|
||
"description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.",
|
||
"extra": "It only matters if the card is an Action, not if the whole pile is.<n>This can take Action cards from your Exile mat that were put there by other cards.",
|
||
"name": "Transport"
|
||
},
|
||
"Village Green": {
|
||
"description": "Either now or at the start of your next turn, +1 Card and +2 Actions.<line>When you discard this other than during Clean-up, you may reveal it to play it.",
|
||
"extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.<n>If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.<n>If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).<n>Village Green also lets you play it when you discard it, other than in Clean-up.<n>You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.<n>If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.<n>If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.",
|
||
"name": "Village Green"
|
||
},
|
||
"Way of the Butterfly": {
|
||
"description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.",
|
||
"extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.",
|
||
"name": "Way of the Butterfly"
|
||
},
|
||
"Way of the Camel": {
|
||
"description": "Exile a Gold from the Supply.",
|
||
"extra": "",
|
||
"name": "Way of the Camel"
|
||
},
|
||
"Way of the Chameleon": {
|
||
"description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.",
|
||
"extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.<n>If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.<n>This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"<n>If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).",
|
||
"name": "Way of the Chameleon"
|
||
},
|
||
"Way of the Frog": {
|
||
"description": "+1 Action<n>When you discard this from play this turn, put it onto your deck.",
|
||
"extra": "",
|
||
"name": "Way of the Frog"
|
||
},
|
||
"Way of the Goat": {
|
||
"description": "Trash a card from your hand.",
|
||
"extra": "",
|
||
"name": "Way of the Goat"
|
||
},
|
||
"Way of the Horse": {
|
||
"description": "+2 Cards<br>+1 Action<n>Return this to its pile.",
|
||
"extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.<n>If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.<n>Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.",
|
||
"name": "Way of the Horse"
|
||
},
|
||
"Way of the Mole": {
|
||
"description": "+1 Action<br>Discard your hand. +3 Cards.",
|
||
"extra": "You draw 3 cards even if you did not have any cards left to discard.",
|
||
"name": "Way of the Mole"
|
||
},
|
||
"Way of the Monkey": {
|
||
"description": "+1 Buy<br>+1 Coin",
|
||
"extra": "",
|
||
"name": "Way of the Monkey"
|
||
},
|
||
"Way of the Mouse": {
|
||
"description": "Play the set-aside card, leaving it there.<line>Setup: Set aside an unused Action costing 2 Coin or 3 Coin.",
|
||
"extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.<n>When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.<n>The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.<n>Text below a dividing line (other than setup) will not do anything.",
|
||
"name": "Way of the Mouse"
|
||
},
|
||
"Way of the Mule": {
|
||
"description": "+1 Action<br>+1 Coin",
|
||
"extra": "",
|
||
"name": "Way of the Mule"
|
||
},
|
||
"Way of the Otter": {
|
||
"description": "+2 Cards",
|
||
"extra": "",
|
||
"name": "Way of the Otter"
|
||
},
|
||
"Way of the Owl": {
|
||
"description": "Draw until you have 6 cards in hand.",
|
||
"extra": "If you already have 6 or more cards in hand, you do not draw any cards.",
|
||
"name": "Way of the Owl"
|
||
},
|
||
"Way of the Ox": {
|
||
"description": "+2 Actions",
|
||
"extra": "",
|
||
"name": "Way of the Ox"
|
||
},
|
||
"Way of the Pig": {
|
||
"description": "+1 Card<br>+1 Action",
|
||
"extra": "",
|
||
"name": "Way of the Pig"
|
||
},
|
||
"Way of the Rat": {
|
||
"description": "You may discard a Treasure to gain a copy of this.",
|
||
"extra": "This can only gain cards from the Supply.",
|
||
"name": "Way of the Rat"
|
||
},
|
||
"Way of the Seal": {
|
||
"description": "+1 Coin<br>This turn, when you gain a card, you may put it onto your deck.",
|
||
"extra": "This applies to all gained cards, whether bought or otherwise gained.<n>The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.",
|
||
"name": "Way of the Seal"
|
||
},
|
||
"Way of the Sheep": {
|
||
"description": "+2 Coin",
|
||
"extra": "",
|
||
"name": "Way of the Sheep"
|
||
},
|
||
"Way of the Squirrel": {
|
||
"description": "+2 Cards at the end of this turn.",
|
||
"extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.",
|
||
"name": "Way of the Squirrel"
|
||
},
|
||
"Way of the Turtle": {
|
||
"description": "Set this aside. If you did, play it at the start of your next turn.",
|
||
"extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.<n>Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.<n>If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.",
|
||
"name": "Way of the Turtle"
|
||
},
|
||
"Way of the Worm": {
|
||
"description": "Exile an Estate from the Supply.",
|
||
"extra": "",
|
||
"name": "Way of the Worm"
|
||
},
|
||
"Wayfarer": {
|
||
"description": "+3 Cards<br>You may gain a Silver.<line>This has the same cost as the last other card gained this turn, if any.",
|
||
"extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.<n>Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.<n>Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.<n>If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.<n>The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.",
|
||
"name": "Wayfarer"
|
||
},
|
||
"Bad Omens": {
|
||
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
|
||
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
|
||
"name": "Bad Omens"
|
||
},
|
||
"Bard": {
|
||
"description": "+2 Coins<br>Receive a Boon.",
|
||
"extra": "You get +2 Coins and receive a Boon.",
|
||
"name": "Bard"
|
||
},
|
||
"Bat": {
|
||
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
|
||
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||
"name": "Bat"
|
||
},
|
||
"Blessed Village": {
|
||
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
|
||
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
|
||
"name": "Blessed Village"
|
||
},
|
||
"Cemetery": {
|
||
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
|
||
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
|
||
"name": "Cemetery"
|
||
},
|
||
"Changeling": {
|
||
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
|
||
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
|
||
"name": "Changeling"
|
||
},
|
||
"Cobbler": {
|
||
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
|
||
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||
"name": "Cobbler"
|
||
},
|
||
"Conclave": {
|
||
"description": "+2 Coins<n>You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.",
|
||
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
|
||
"name": "Conclave"
|
||
},
|
||
"Crypt": {
|
||
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
|
||
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
|
||
"name": "Crypt"
|
||
},
|
||
"Cursed Gold": {
|
||
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
|
||
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||
"name": "Cursed Gold"
|
||
},
|
||
"Cursed Village": {
|
||
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
|
||
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
|
||
"name": "Cursed Village"
|
||
},
|
||
"Delusion": {
|
||
"description": "If you don't have Deluded or Envious, take Deluded.",
|
||
"extra": "",
|
||
"name": "Delusion"
|
||
},
|
||
"Den of Sin": {
|
||
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
|
||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||
"name": "Den of Sin"
|
||
},
|
||
"Devil's Workshop": {
|
||
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
|
||
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
|
||
"name": "Devil's Workshop"
|
||
},
|
||
"Druid": {
|
||
"description": "+1 Buy<br>Receive one of the set aside Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
|
||
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
|
||
"name": "Druid"
|
||
},
|
||
"Envious - Deluded": {
|
||
"description": "This is a double-sided card.<left><u>Envious</u>:</left><center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.</center><left><u>Deluded</u>:</left><center>At the start of your Buy phase, return this, and you can’t buy Actions this turn.</center>",
|
||
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
|
||
"name": "Envious / Deluded"
|
||
},
|
||
"Envy": {
|
||
"description": "If you don't have Deluded or Envious, take Envious.",
|
||
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
|
||
"name": "Envy"
|
||
},
|
||
"Exorcist": {
|
||
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
|
||
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
|
||
"name": "Exorcist"
|
||
},
|
||
"Faithful Hound": {
|
||
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
|
||
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
|
||
"name": "Faithful Hound"
|
||
},
|
||
"Famine": {
|
||
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
|
||
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
|
||
"name": "Famine"
|
||
},
|
||
"Fear": {
|
||
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
|
||
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
|
||
"name": "Fear"
|
||
},
|
||
"Fool": {
|
||
"description": "If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
|
||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
|
||
"name": "Fool"
|
||
},
|
||
"Ghost": {
|
||
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
|
||
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
|
||
"name": "Ghost"
|
||
},
|
||
"Ghost Town": {
|
||
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
|
||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||
"name": "Ghost Town"
|
||
},
|
||
"Goat": {
|
||
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
|
||
"extra": "Trashing a card is optional.",
|
||
"name": "Goat"
|
||
},
|
||
"Greed": {
|
||
"description": "Gain a Copper onto your deck.",
|
||
"extra": "",
|
||
"name": "Greed"
|
||
},
|
||
"Guardian": {
|
||
"description": "Until your next turn, when another player plays an Attack card, it doesn’t affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
|
||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
|
||
"name": "Guardian"
|
||
},
|
||
"Haunted Mirror": {
|
||
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||
"name": "Haunted Mirror"
|
||
},
|
||
"Haunting": {
|
||
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
|
||
"extra": "",
|
||
"name": "Haunting"
|
||
},
|
||
"Idol": {
|
||
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
|
||
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
|
||
"name": "Idol"
|
||
},
|
||
"Imp": {
|
||
"description": "+2 Cards<br>You may play an Action card from your hand that you don’t have a copy of in play.<br><br><i>(This is not in the supply).</i>",
|
||
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
|
||
"name": "Imp"
|
||
},
|
||
"Leprechaun": {
|
||
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
|
||
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
|
||
"name": "Leprechaun"
|
||
},
|
||
"Locusts": {
|
||
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
|
||
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
|
||
"name": "Locusts"
|
||
},
|
||
"Lost in the Woods": {
|
||
"description": "At the start of your turn, you may discard a card to receive a Boon.",
|
||
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
|
||
"name": "Lost in the Woods"
|
||
},
|
||
"Lucky Coin": {
|
||
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
|
||
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||
"name": "Lucky Coin"
|
||
},
|
||
"Magic Lamp": {
|
||
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||
"name": "Magic Lamp"
|
||
},
|
||
"Miserable - Twice Miserable": {
|
||
"description": "This is a double-sided card.<left><u>Miserable</u>:</left><center>-2<*VP*></center><left><u>Twice Miserable</u>:</left><center>-4<*VP*></center>",
|
||
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
|
||
"name": "Miserable / Twice Miserable"
|
||
},
|
||
"Misery": {
|
||
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
|
||
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
|
||
"name": "Misery"
|
||
},
|
||
"Monastery": {
|
||
"description": "For each card you’ve gained this turn, you may trash a card from your hand or a Copper you have in play.",
|
||
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
|
||
"name": "Monastery"
|
||
},
|
||
"Necromancer": {
|
||
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
|
||
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
|
||
"name": "Necromancer"
|
||
},
|
||
"Night Watchman": {
|
||
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
|
||
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
|
||
"name": "Night Watchman"
|
||
},
|
||
"Pasture": {
|
||
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
|
||
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||
"name": "Pasture"
|
||
},
|
||
"Pixie": {
|
||
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
|
||
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
|
||
"name": "Pixie"
|
||
},
|
||
"Plague": {
|
||
"description": "Gain a Curse to your hand.",
|
||
"extra": "",
|
||
"name": "Plague"
|
||
},
|
||
"Pooka": {
|
||
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
|
||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
|
||
"name": "Pooka"
|
||
},
|
||
"Pouch": {
|
||
"description": "1 <*COIN*><br><br>+1 Buy",
|
||
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
|
||
"name": "Pouch"
|
||
},
|
||
"Poverty": {
|
||
"description": "Discard down to 3 cards in hand.",
|
||
"extra": "",
|
||
"name": "Poverty"
|
||
},
|
||
"Raider": {
|
||
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can’t).<br>At the start of your next turn, +3 Coins.",
|
||
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
|
||
"name": "Raider"
|
||
},
|
||
"Sacred Grove": {
|
||
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesn’t give +1 Coins, each other player may receive it.",
|
||
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
|
||
"name": "Sacred Grove"
|
||
},
|
||
"Secret Cave": {
|
||
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
|
||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
|
||
"name": "Secret Cave"
|
||
},
|
||
"Shepherd": {
|
||
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
|
||
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
|
||
"name": "Shepherd"
|
||
},
|
||
"Skulk": {
|
||
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
|
||
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
|
||
"name": "Skulk"
|
||
},
|
||
"The Earth's Gift": {
|
||
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
|
||
"extra": "",
|
||
"name": "The Earth's Gift"
|
||
},
|
||
"The Field's Gift": {
|
||
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||
"extra": "",
|
||
"name": "The Field's Gift"
|
||
},
|
||
"The Flame's Gift": {
|
||
"description": "You may trash a card from your hand.",
|
||
"extra": "",
|
||
"name": "The Flame's Gift"
|
||
},
|
||
"The Forest's Gift": {
|
||
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
|
||
"extra": "",
|
||
"name": "The Forest's Gift"
|
||
},
|
||
"The Moon's Gift": {
|
||
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
|
||
"extra": "If your discard pile is empty, this will not do anything.",
|
||
"name": "The Moon's Gift"
|
||
},
|
||
"The Mountain's Gift": {
|
||
"description": "Gain a Silver.",
|
||
"extra": "",
|
||
"name": "The Mountain's Gift"
|
||
},
|
||
"The River's Gift.": {
|
||
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
|
||
"extra": "You draw the card after drawing your hand for your next turn.",
|
||
"name": "The River's Gift."
|
||
},
|
||
"The Sea's Gift": {
|
||
"description": "+1 Card",
|
||
"extra": "",
|
||
"name": "The Sea's Gift"
|
||
},
|
||
"The Sky's Gift": {
|
||
"description": "You may discard 3 cards to gain a Gold.",
|
||
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||
"name": "The Sky's Gift"
|
||
},
|
||
"The Sun's Gift": {
|
||
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
|
||
"extra": "",
|
||
"name": "The Sun's Gift"
|
||
},
|
||
"The Swamp's Gift": {
|
||
"description": "Gain a Will-O'-Wisp from its pile.",
|
||
"extra": "",
|
||
"name": "The Swamp's Gift"
|
||
},
|
||
"The Wind's Gift": {
|
||
"description": "+2 Cards<br>Discard 2 cards.",
|
||
"extra": "",
|
||
"name": "The Wind's Gift"
|
||
},
|
||
"Tormentor": {
|
||
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
|
||
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
|
||
"name": "Tormentor"
|
||
},
|
||
"Tracker": {
|
||
"description": "+1 Coin<br>Receive a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
|
||
"extra": "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. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
|
||
"name": "Tracker"
|
||
},
|
||
"Tragic Hero": {
|
||
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
|
||
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
|
||
"name": "Tragic Hero"
|
||
},
|
||
"Vampire": {
|
||
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
|
||
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
|
||
"name": "Vampire"
|
||
},
|
||
"War": {
|
||
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
|
||
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||
"name": "War"
|
||
},
|
||
"Werewolf": {
|
||
"description": "If it’s your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
|
||
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
|
||
"name": "Werewolf"
|
||
},
|
||
"Will-O'-Wisp": {
|
||
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
|
||
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
|
||
"name": "Will-O'-Wisp"
|
||
},
|
||
"Wish": {
|
||
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
|
||
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
|
||
"name": "Wish"
|
||
},
|
||
"Zombie Apprentice": {
|
||
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
|
||
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
|
||
"name": "Zombie Apprentice"
|
||
},
|
||
"Zombie Mason": {
|
||
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
|
||
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
|
||
"name": "Zombie Mason"
|
||
},
|
||
"Zombie Spy": {
|
||
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
|
||
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||
"name": "Zombie Spy"
|
||
},
|
||
"Avanto": {
|
||
"description": "+3 Cards<br>You may play a Sauna from your hand.",
|
||
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
|
||
"name": "Avanto"
|
||
},
|
||
"Black Market": {
|
||
"name": "Mercato Nero",
|
||
"description": "+2 Coins<n>Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.<n><i>(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)</i>",
|
||
"extra": "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."
|
||
},
|
||
"Captain": {
|
||
"description": "Now and at the start of your next turn: Play a non-Duration Action card from the Supply costing up to 4 Coins, leaving it there.",
|
||
"extra": "On the second turn, you can choose to play a different card, or the same card if there is still a copy of it in the Supply.<n>Captain can only play a visible card in the Supply, and the top card of a pile; it cannot play a card from an empty pile, or a card that has not been uncovered from a split pile, or a card from a split pile that has been bought out, or a non-Supply card (such as Mercenary).<n>The Action card stays in the Supply; if an effect tries to move it (such as Island putting itself on your Island Mat) it will fail to move it.<n>Captain can play a card that trashes itself when played; if the card checks to see if it was trashed (such as Mining Village), it was not, but if the card does not check (such as Acting Troupe), it will function normally.<n>Cards that normally move other cards from the Supply can move themselves when played via Captain; for example playing Workshop can gain itself, and playing Lurker can trash itself.<n>Since the played card is not in play, 'while this is in play' abilities (such as Goons's) will not do anything.<n>If there are no non-Duration Action cards in the Supply that cost up to 4 Coins the turn you play Captain, Captain still stays in play and tries to play a card at the start of your next turn.<n>If Captain plays a card that plays a Duration card, that does not affect which turn Captain is discarded from play.<n>You can enter an infinite loop with Captain, Band of Misfits, Ferry, and cost reduction: With your –2 Coins cost token on the Captain Supply pile, Band of Misfits can be played as Captain, and with cost reduction, Captain can play Band of Misfits. Since this results in Captain being played arbitrarily many times, at the start of your next turn you can play arbitrarily many Actions costing up to 4 Coins.",
|
||
"name": "Captain"
|
||
},
|
||
"Church": {
|
||
"description": "+1 Action<br>Set aside up to 3 cards from your hand face down. At the start of your next turn, put them into your hand, then you may trash a card from your hand.",
|
||
"extra": "You may set aside zero, one, two, or three cards from your hand. Put them face down; you may look at them.<n>No matter how many cards you set aside, you may trash a card at the start of your next turn and Church is discarded at the end of that turn.<n>The card you trash can be a card you had set aside, or a card that was already in your hand.<n>If you play multiple Churches (or one Church multiple times such as via Throne Room), you may set aside multiple batches of up to three cards. What happens on your next turn is this: you put one batch of set-aside cards in hand, then trash, then put the next batch of set-aside cards in hand, then trash. You can choose which batch of set-aside cards you put in hand first.",
|
||
"name": "Church"
|
||
},
|
||
"Dismantle": {
|
||
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
|
||
"extra": "Trashing is not optional. If you trash a card costing 0 Coin, or if you have no cards left in hand to trash, nothing else happens. If you trash a card costing 1 Coin or more, you gain a cheaper card and a Gold. Both come from the Supply, and are put into your discard pile. The cheaper card goes into your discard pile first. For example, if you trash a Silver (costing 3 Coin), you could gain an Estate (costing 2 Coin). There will almost always be a cheaper card in the Supply, since Copper and Curse cost 0 Coin, but if there aren't any, you still gain a Gold. If there aren't any Gold left in the Supply, you still gain the cheaper card. Cards that cost only Potion (like Transmute from Alchemy) or only Debt (like Engineer from Empires) do not cost 1 Coin or more.",
|
||
"name": "Dismantle"
|
||
},
|
||
"Envoy": {
|
||
"name": "Inviato",
|
||
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
|
||
"extra": "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."
|
||
},
|
||
"Governor": {
|
||
"description": "+1 Action<n>Choose one; you get the version in parentheses: Each player gets +1(+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.",
|
||
"extra": "You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).",
|
||
"name": "Governor"
|
||
},
|
||
"Prince": {
|
||
"description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).",
|
||
"extra": "Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.",
|
||
"name": "Prince"
|
||
},
|
||
"Sauna": {
|
||
"description": "+1 Card<br>+1 Action<br>You may play an Avanto from your hand.<line>While this is in play, when you play a Silver, you may trash a card from your hand.",
|
||
"extra": "Sauna is a promotional Action card. It's a cantrip that allows you to trash a card when you play a Silver. It is a split pile card, with five copies of Sauna sitting on top of five copies of Avanto.",
|
||
"name": "Sauna"
|
||
},
|
||
"Stash": {
|
||
"name": "Gruzzolo",
|
||
"description": "2 <*COIN*><line>When you shuffle, you may put this anywhere in your deck.",
|
||
"extra": "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."
|
||
},
|
||
"Summon": {
|
||
"description": "Gain an Action card costing up to 4 coins. Set it aside. If you do, then at the start of your next turn, play it.",
|
||
"extra": "When you buy this, you gain an Action card costing up to 4 coins from the Supply and set it aside face up.<n>If you did set it aside, then at the start of your next turn, play that Action card. This doesn't use up your default Action for the turn.<n>In order to remember to play the card on your next turn, you may want to turn it sideways or diagonally, turning it right side up when you play it.<n>If you move the Action card after you gain it but before you set it aside (e.g. by putting it on top of your deck with Watchtower, from Prosperity), then Summon will ''lose track'' of it and be unable to set it aside; in that case you will not play it at the start of your next turn.<n>If you use Summon to gain a Nomad Camp (from Hinterlands), Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).",
|
||
"name": "Summon"
|
||
},
|
||
"Walled Village": {
|
||
"description": "+1 Card<br>+2 Actions<line>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.",
|
||
"extra": "When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Seaside).",
|
||
"name": "Walled Village"
|
||
},
|
||
"Bank": {
|
||
"description": "? Coins\nQuando giochi questa carta, vale 1 Coin per ogni carta Tesoro che hai in gioco (inclusa questa).",
|
||
"extra": " Questo è un Tesoro dal valore variabile. Quando giochi Banca, vale 1 Coin per ogni Tesoro che hai in gioco, contando anche se stessa. Ricorda, scegli tu l'ordine in cui giochi le carte Tesoro. Se giochi Banca senza altri Tesori in gioco, vale 1 Coin. Se giochi due copie di Banca di fila, la seconda che giochi vale 1 Coin più della prima. La Banca produce Monete quando la giochi; ciò che avviene in seguito nel turno non cambia le Monete che ne ottieni.",
|
||
"name": "Banca"
|
||
},
|
||
"Bishop": {
|
||
"description": "+1 Coin\n+1 segnalino <VP>\nElimina una carta dalla tua mano. + segnalini <VP> uguale alla metà del suo costo in Monete, per difetto.\nOgni altro giocatore può eliminare una carta dalla sua mano.",
|
||
"extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Eliminare una carta è opzionale per gli altri giocatori ma obbligatorio per te. Elimini una carta, quindi ogni altro giocatore può eliminare una carta, in ordine di turno. Solo chi ha giocato Vescovo può ottenerne segnalini PV. Il costo in Pozioni è ignorato. Se non hai carte rimaste nella tua mano da eliminare, ottieni comunque 1 Coin e un segnalino PV.",
|
||
"name": "Vescovo"
|
||
},
|
||
"City": {
|
||
"description": "+1 Carta\n+2 Azioni\nSe ci sono uno o più mazzetti vuoti nella Riserva, +1 Carta. Se ce ne sono due o più, +1 Coin e +1 Acquisto.",
|
||
"extra": " Peschi una carta e puoi giocare altre due Azioni a prescindere da tutto quanto. Se c'è solo un mazzetto vuoto nella Riserva, peschi anche un'altra carta. Se ci sono due o più mazzetti vuoti, peschi una carta in più e ricevi anche +1 Coin e un Acquisto in più. Non ci sono ulteriori bonus se tre o più mazzetti sono vuoi. Controlla quanti mazzetti sono vuoi solo quando giochi la carta; se i mazzetti si svuotano più tardi nel turno, non ottieni i bonus retroattivamente. Se un mazzetto cessa di essere vuoto a causa di carte che vi tornano, ad esempio tramite l'Ambasciatore, le Città giocate successivamente a ciò non considerano vuoto quel mazzetto. Una Pila delle Carte Eliminate vuote non conta.",
|
||
"name": "Città"
|
||
},
|
||
"Contraband": {
|
||
"description": "3 <*COIN*><br><br>+1 Acquisto\nQuando giochi questa carta, il giocatore alla tua sinistra nomina una carta. Non puoi comprare quella carta in questo turno.",
|
||
"extra": " Questo è un Tesoro che vale 3 Coins, come l'Oro. Quando lo giochi, ricevi +1 Acquisto, il giocatore alla tua sinistra nomina una carta, e non puoi comprare la carta nominata in questo turno. Questo non ti impedisce di ottenerla in altri modi diversi dall'acquistarla (ad esempio tramite Mucchio). Non è costretto a nominare una carta presente nella Riserva. Se giochi più di un Contrabbando nello stesso turno, il giocatore alla tua sinistra nomina una carta ogni volta; se nomina carte differenti, non puoi comprare nessuna delle carte nominate in questo turno. Puoi giocare Tesori in qualsiasi ordine, e risolvi questa abilità appena giochi questa carta, prima di giocare ulteriori Tesori. Nota che una volta che compri una carta nella fase Acquisto, non puoi giocare altri Tesori. Il numero di carte rimaste in mano a un giocatore è informazione pubblica, non nascondere quante carte hai in mano quando giochi Contrabbando.",
|
||
"name": "Contrabbando"
|
||
},
|
||
"Counting House": {
|
||
"description": "Cerca nel tuo mazzo degli scarti, rivela qualsiasi numero di carte Rame presenti in esso, e mettile nella tua mano.",
|
||
"extra": " Questa carta ti fa cercare nella tua pila degli scarti, qualcosa che generalmente non ti è permesso. Puoi guardare nei tuoi scarti solo mentre giochi questa carta. Non devi mostrare agli altri giocatori la tua intera pila degli scarti, solo i Rame che ne ricavi. Dopo che hai preso i Rame, puoi lasciare le carte nello scarto in qualsiasi ordine.",
|
||
"name": "Contabilità"
|
||
},
|
||
"Expand": {
|
||
"description": "Elimina una carta dalla tua mano. Ottieni una carta che costi fino a 3 Coins in più della carta eliminata.",
|
||
"extra": " Questa non è nella tua mano dopo che l'hai giocato, quindi non puoi sceglierla come carta da eliminare. La carta che ottieni costa fino a 3 Coins in più della carta eliminata, ma può costare qualsiasi ammontare inferiore, persino meno del costo della carta eliminata. Puoi eliminare una carta ed ottenere una copia della stessa carta. Se non hai carte in mano da eliminare, non ottieni carte. La carta che ottieni deve venire dalla Riserva e finisce nella tua pila degli scarti.",
|
||
"name": "Ampliamento"
|
||
},
|
||
"Forge": {
|
||
"description": "Elimina qualsiasi numero di carte dalla tua mano. Ottieni una carta che costi esattamente la somma del costo totale della carte eliminate.",
|
||
"extra": " Qualsiasi numero\" include lo zero. Se non elimini carte, devi ottenerne una che costa 0 Coins se puoi. E' diverso da come funzionano carte come Ampliamento se non elimini nulla, dal momento che Incastonare guarda il totale, non il costo della singola carta. Se non ci sono carte dal costo richiesto, non ottieni carte. La carta che ottieni viene dalla Riserva e finisce nella tua pila degli scarti. Simboli Pozione (sulle carte da Alchimia) non sono conteggiati, e la carta che ottieni non pul avere un simbolo Pozione nel costo.",
|
||
"name": "Incastonare"
|
||
},
|
||
"Goons": {
|
||
"description": "+1 Acquisto\n+2 Coins\nOgni altro giocatore scarta fino ad avere 3 carte nella propria mano.<line>Mentre questa carta è in gioco, quando acquisti una carta, +1 segnalino <VP>.",
|
||
"extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]Ricevi un segnalino PV per ogni carta che acquisti, ma non ottieni segnalini PV per le carte ottenute in altro modo. Copie multiple di Scagnozzi sono cumulative; se hai due Scagnozzi in gioco e compri un Argento, ricevi 2 segnalini PV. Comunque se usi Corte su Scagnozzi, anche se hai giocato la carta 3 volte hai comunque in gioco solo una copia della carta, quindi comprare un Argento ti darebbe un solo segnalino PV.",
|
||
"name": "Scagnozzi"
|
||
},
|
||
"Grand Market": {
|
||
"description": "+1 Carta\n+1 Azione\n+1 Acquisto\n+2 Coins<line>Non puoi comprare questa carta se hai delle carte Rame in gioco.",
|
||
"extra": " Non sei obbligato a giocare tutti i Tesori che hai in mano nella tua fase Acquisto. I Rame nella tua mano non ti impediscono di comprare Mercato di Lusso, solo i Rame che giochi. Neanche i Rame che erano in gioco prima e ora non lo sono più ti impediscono di comprarlo; se hai in gioco 11 Rame e 2 Acquisti, potresti comprare una Zecca, eliminare tutti i Tesori che hai giocato, quindi comprare Mercato di Lusso con le Monete che ti restano. Puoi ottenere Mercato di Lusso in altri modi, per esempio con Ampliamento, che tu abbia o meno Rame in gioco. I Tesori che non sono Rame non impediscono di comprare Mercato di Lusso, anche se valgono 1 Coin (come Prestito).",
|
||
"name": "Mercato di Lusso"
|
||
},
|
||
"Hoard": {
|
||
"description": "2 <*COIN*><line>Mentre questa carta è in gioco, quando acquisti una carta Vittoria ottieni una carta Oro.",
|
||
"extra": " Questo è un Tesoro che vale 2 Coins, come l'Argento. Quando compri una carta Vittoria con questa carta in gioco, guadagni un Oro dalla Riserva, mettendolo nel tuo scarto. Se non rimangono Ori, non ne ottieni. Se hai più di una carta Mucchio in giro, otterrai più di un Oro dall'acquisto di una singola carta Vittoria. Quindi se per esempio hai due Mucchio in gioco e nessun altro Tesoro, con +1 Acquisto, potresti comprare 2 Tenute ed ottenere 4 Ori. Le carte Vittoria includono carte che siano anche di altri tipi, come Nobili o Harem. Ottieni un Oro anche se usi Torre di Guardia per eliminare immediatamente la carta Vittoria ottenuta. Le carte Vittoria ottenute in modi diversi dall'acquisto non ti fanno ottenere Oro.",
|
||
"name": "Mucchio"
|
||
},
|
||
"King's Court": {
|
||
"description": "Puoi scegliere una carta Azione dalla tua mano. Giocala tre volte.",
|
||
"extra": " Questa carta è simile a Sala del Trono, ma fa giocare l'Azione tre volte e non due. Scegli un'altra carta Azione dalla tua mano, la giochi, la giochi ancora, e la giochi una terza volta. Questo non consuma nessuna azione extra che ti era permessa da carte come Cantiere: Corte usa un'Azione e questo è tutto. Non puoi giocare altre carte mentre risolvi la carta giocata tre volte, a meno che non sia richiesto (come fa la stessa Corte). Se usi Corte su Corte, giocherai tre diverse Azioni tre volte, non usi nove volte una singola Azione. Se usi Corte su una carta che ti da' +1 Azione, come Mercato di Lusso, finirai con 3 Azioni rimaste.",
|
||
"name": "Corte"
|
||
},
|
||
"Loan": {
|
||
"description": "1 <*COIN*>\nQuando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scartala o eliminala. Scarta le altre carte.",
|
||
"extra": " Questa è una carta Tesoro che vale 1 Coin, come Rame. Quando la giochi, riveli carte dalla cima del tuo mazzo fin quando riveli una carta Tesoro, quindi decidi se eliminare quella carta o scartarla. Dopodichè scarti tutte le altre carte rivelate. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Ricorda che puoi giocare le carte Tesoro in qualsiasi ordine nella fase Acquisto e puoi scegliere di non giocare alcuni dei tuoi Tesori se vuoi.",
|
||
"name": "Prestito"
|
||
},
|
||
"Mint": {
|
||
"description": "Puoi rivelare una carta Tesoro dalla tua mano. Ne ottieni una copia.<line>Quando compri questa carta, elimina tutte le carte Tesoro che hai in gioco.",
|
||
"extra": " Quando compri questa carta, elimini tutte le tue carte Tesoro in gioco. Non elimini le carte Tesoro nella tua mano o altrove; solo quelle in gioco, se ce ne sono. Se compri più carte in un turno, elimini i tuoi Tesori subito dopo aver comprato la Zecca; hai ancora eventuali Monete prodotte per spenderle su qualcos'altro. Ricorda che non sei obbligato a giocare tutti i Tesori dalla tua mano ogni turno (solo quelli che vuoi che ti forniscano Monete). Non hai possibilità di giocare ulteriori carte Tesoro fra un'Acquisto e l'altro durante la fase; prima giochi carte Tesoro, poi compri carte. Quando giochi Zecca, riveli una carta Tesoro dalla tua mano e ne ottieni una copia dalla Riserva. La carta ottenuta finisce nel tuo scarto. La carta rivelata resta nella tua mano. La carta Tesoro può anche avere altri tipi, come Harem. Se compri una Zecca e usi Torre di Guardia per metterla in cima al mazzo o eliminarla, elimini comunque tutti i tuoi Tesori dal gioco. Comunque, se compri una Zecca col Sigillo Reale in gioco, il Sigillo Reale sarà sparito prima che tu possa usarlo per mettere Zecca in cima al tuo mazzo.",
|
||
"name": "Zecca"
|
||
},
|
||
"Monument": {
|
||
"description": "+2 Coins<br>+1 segnalino <VP>",
|
||
"extra": " Quando un giocatore prende segnalini PV, prende una plancia su cui metterli. I segnalini PV non sono privati e chiunque può contarli. I segnalini PV valgono 1 o 5 punti e i giocatori possono cambiarli se necessario. I segnalini sono illimitati, se finiscono usa qualcos'altro in loro vece. A fine partita, i giocatori aggiungono il valore totale dei loro segnalini al loro punteggio.]",
|
||
"name": "Monumento"
|
||
},
|
||
"Mountebank": {
|
||
"description": "+2 Coins\nOgni altro giocatore può scartare una Maledizione. Se non lo fa, ottiene un Rame e una Maledizione.",
|
||
"extra": " Questa carta colpisce gli altri giocatori in ordine di turno. Ognuno degli altri giocatori sceglie se scartare o no una carta Maledizione dalla propria mano, e se non lo fa ottiene una Maledizione e un Rame dalla Riserva, mettendoli nello scarto. Se uno dei due mazzetti Maledizione o Rame è vuoto, ottiene comunque l'altra carta. Se sono vuoti entrambi, non ottiene nulla ma può comunque scartare una Maledizione se vuole. Un giocatore che usi Fossato come Reazione non può scartare una Maledizione, e non ottiene ne Maledizioni ne Rame: non puoi fare Fossato solo a parte dell'Attacco. Un giocatore che usi Torre di Guardia come Reazione può eliminare solo la Maledizione, solo il Rame, o entrambi.",
|
||
"name": "Ciarlatano"
|
||
},
|
||
"Peddler": {
|
||
"description": "+1 Carta<br>+1 Azione<br>+2 Coins<line>Durante la tua fase Acquisto, questa carta costas 2 Coins in meno per ogni carta Azione che hai in gioco, ma non meno di 0 Coins.",
|
||
"extra": " La maggior parte delle volte, questa carta costa 8 Coins. Durante le fasi Acquisti, costa 2 Coins in meno per ogni carta Azione che hai in gioco. Questo costo si applica a tutti gli Ambulanti, inclusi quelli in mano o nei mazzi. Non costa mai meno di 0 Coins. Se giochi Corte su Cantiere, per esempio, hai solo due carte Azione in gioco, anche se hai giocato tre volte il Cantiere. Comprare carte usando la carta promo Mercato Nero non avviene durante la fase Acquisto, quindi in quel momento Ambulante costa ancora 8 Coins.",
|
||
"name": "Ambulante"
|
||
},
|
||
"Quarry": {
|
||
"description": "1 <*COIN*><line>Mentre questa carta è in gioco, le carte Azione costano 2 Coins in meno, ma non meno di 0 Coins.",
|
||
"extra": " Questa è una carta Tesoro che vale 1 Coin, come il Rame. Mentre è in gioco, le carte Azione costano 2 Coins in meno, fino al minimo di 0 Coins. E' cumulativa; se giochi due Cave durante la tua fase Acquisto, la Corte costerà solo 3 Coins e non le normali 7 Coins. Influenza i costi delle carte che sono sia Azioni che altri tipi, come Nobili. E' anche cumulativa con altri effetti che modificano i costi; se giochi Cantiere nella tua fase Azione, quindi due Cave nella tua fase Acquisto, l'Ambulante costerà 2 Coins. Influenza i costi delle carte ovunque, anche nelle mani dei giocatori.",
|
||
"name": "Cava"
|
||
},
|
||
"Rabble": {
|
||
"description": "+3 Carte\nOgni altro giocatore rivela le prime 3 carte del suo mazzo, elimina le carte Azione e Tesoro rivelate, e rimette in cima le altre nell'ordine che preferisce.",
|
||
"extra": " Gli altri giocatori mescolano se necessario per avere tre carte da rivelare, e rivelano solo quel che hanno se non arrivano ad avere tre carte. Scartano le carte Azione e Tesoro rivelate e rimettono il resto sul mazzo nell'ordine che vogliono. Le carte con più di un tipo sono di tutti i loro tipi; per esempio se un giocatore rivela Nobili, è una carta Azione - Vittoria, il che significa che è un'Azione, quindi la scarta.",
|
||
"name": "Tumulto"
|
||
},
|
||
"Royal Seal": {
|
||
"description": "2 <*COIN*><line>Mentre questa carta è in gioco, quando ottieni una carta, puoi mettere quella carta in cima al tuo mazzo.",
|
||
"extra": " Questo è un Tesoro che vale 2 Coins, come l'Argento. Se guadagni più di una carta mentre questa è in gioco, si applica ad ognuna di loro. Potresti metterne alcune e tutte sul tuo mazzo. Se usi quest'abilità e non ci sono carte rimaste nel tuo mazzo, non mescolare; le carte ottenute diventano le uniche del tuo mazzo. Il Sigillo Reale si applica a tutte le carte che ottieni mentre è in gioco, che siano comprate o ottenute in altro modo. Se giochi la carta Possessione, e nel turno extra fai giocare Sigillo Reale al giocatore Posseduto, non può mettere le carte sul suo mazzo: tu ottieni le carte, non lui.",
|
||
"name": "Sigillo Reale"
|
||
},
|
||
"Talisman": {
|
||
"description": "1 <*COIN*><line>Mentre questa carta è in gioco, quando acquisti una carta che costi 4 Coins o meno che non sia una carta Vittoria, ne ottieni una copia.",
|
||
"extra": " Questo è un Tesoro che vale 1 Coin, come il Rame. Ogni volta che compri una carta non Vittoria che costi 4 Coins o meno mentre Talismano è in gioco, ottieni un'altra copia della carta comprata. Se non ci sono copie rimaste, non ne ottieni. Le carte ottenute vengono dalla Riserva e finisce nel tuo scarto. Se hai più di un Talismano, ottieni una copia ulteriori per ognuno; se compri più carte da 4 Coins o meno, il Talismano si applica a ognuna di loro. Per esempio se hai 2 Talismani, 4 Rame e 2 Acquisti, potresti comprare Argento e Mercante, ottenendo altri due Argento e altri due Mercanti. Il Talismano vale solo sulla carte comprate, non funziona con le carte ottenute in altro modo. Una carta è una carta Vittoria se Vittoria è uno dei suoi tipi; per esempio Grande Salone è una carta Azione - Vittoria, quindi è una carta Vittoria. Il Talismano verifica il costo della carta mentre la compri, non il suo costo normale; così per esempio funzionerebbe sull'Ambulante se hai giocato due carte Azione in questo turno, abbassando a 4 il costo dell'Ambulante, o funzionerebbe sul Mercato di Lusso se tu avessi giocato Cava. [Non puoi optare per non ottenere le carte addizionali fornite dal Talismano; devi ottenerle tutte se possibile.]",
|
||
"name": "Talismano"
|
||
},
|
||
"Trade Route": {
|
||
"description": "+1 Acquisto\n+1 Coin per ogni segnalino Moneta sulla plancia Mercante.\nElimina una carta dalla tua mano.<line>Preparazione: Metti un segnalino Moneta su ogni mazzetto di carte Vittoria nella Riserva. Quando una carta viene ottenuta da quel mazzetto, sposta il segnalino Moneta dal mazzetto alla plancia Mercante.",
|
||
"extra": " Ricevi un Acquisto addizionale da usare nella tua fase Acquisto. Ricevi +1 Coin per ogni segnalino sulla plancia Mercante. Quindi elimini una carta dalla tua mano. Se non hai carte rimaste in mano, non elimini nulla. L'ammontare che ricevi dal Mercante è uguale a +1 per ogni mazzetto di carte Vittoria di cui sia stata ottenuta almeno una carta dall'inizio della partita. Se le carte Vittoria sono state ottenute da fuori dalla Riserva, per esempio usando la carta promo Mercato Nero, non vengono conteggiate. Metti un segnalino Moneta su ogni mazzetto di carte Vittoria all'inizio della partita. Quando una carta è ottenuta da un mazzetto di carte Vittoria, sposta il suo segnalino sulla plancia Mercante. Quindi per esempio se in questa partita ci fosse la carta Harem, e finora fossero stati comprati Ducato e Harem, ma nessuno avesse ottenuto Provincie, Tenute o Colonie, il Mercante produrrebbe 2 Coins. Non importa chi abbia ottenuto le carte o come. Non ci sono Monete extra se da un mazzetto son state prese più carte o se è vuoto; quel che conta è che almeno una carta sia stata presa. Non importa se le carte sono state messe nella Riserva, come con l'Ambasciatore; al Mercante importa solo se una carta sia mai stata presa dal mazzetto in questa partita. Se usi il Mercato Nero e il Mercante è nel mazzetto del Mercato Nero, metti i segnalini Moneta sui mazzetti delle carte Vittoria all'inizio della partita.",
|
||
"name": "Mercante"
|
||
},
|
||
"Vault": {
|
||
"description": "+2 Carte\nScarta qualsiasi numero di carte. +1 Coin per carta scartata.\nOgni altro giocatore può scartare 2 carte. Se lo fa, pesca una carta.",
|
||
"extra": " Qualsiasi numero\" include lo zero. Prima peschi le carte; puoi quindi scartare le carte che hai appena pescato. Ogni altro giocatore scegli se scartare due carte o meno, e pescare una carta se lo ha fatto. Se uno degli altri giocatori ha solo una carta, può scegliere di scartarla, ma non pescherà. Se un giocatore scarta ma non ha carte rimaste da pescare, mescola.",
|
||
"name": "Nascondiglio"
|
||
},
|
||
"Venture": {
|
||
"description": "1 <*COIN*>\nQuando giochi questa carta, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Scarta le altre carte, e gioca quella carta Tesoro.",
|
||
"extra": " Questa è una carta Tesoro che vale 1 Coin, come il Rame. Quando la giochi, rivela carte dal tuo mazzo fino a rivelare una carta Tesoro. Se finisci le carte prima di rivelare un Tesoro, mescola il tuo scarto (ma non le carte rivelate) per averne altre; se ancora non trovi un Tesoro, scarta semplicemente tutte le carte rivelate. Se trovi un Tesoro, scarta le altre carte e gioca quel Tesoro. Se il Tesoro fa qualcosa quando giocato, fai quel qualcosa. Per esempio se il Soldo ti procura un altro Soldo, riveli ancora altre carte. Ricorda che scegli tu l'ordine in cui giocare carte Tesoro; per esempio se hai sia Soldo che Prestito in mano, puoi scegliere uno dei due da giocare per primo.",
|
||
"name": "Soldo"
|
||
},
|
||
"Watchtower": {
|
||
"description": "Pesca fino ad avere 6 carte in mano.<line>Quando ottieni una carta, puoi rivelare questa carta dalla tua mano. Se lo fai, elimina quella carta o mettila in cima al tuo mazzo.",
|
||
"extra": " Quando giochi questa carta, peschi carte una alla volta fino ad averne 6 in mano. Se hai già 6 o più carte in mano, non peschi nessuna carta. Quando ottieni una carta, anche nel turno di qualcun'altro, puoi rivelare Torre di Guardia dalla tua mano, per eliminare la carta ottenuta o per metterla in cima al tuo mazzo. Puoi rivelare Torre di Guardia ogni volta che ottieni una carta; per esempio se un altro giocatore usa Ciarlatano, puoi usare Torre di Guardia per eliminare sia la Maledizione che il Rame, o per eliminare la Maledizione e mettere il Rame in cima al mazzo, o semplicemente eliminare la Maledizione, e così via. Hai comunque ottenuto la carta che dovevi ottenere; solo che la elimini immediatamente. Così se il Ciarlatano ti da' una Maledizione e tu la elimini, il mazzetto Maledizione avrà comunque una carta in meno. Puoi rivelare Torre di Guardia anche nel tuo stesso turno, per esempio mentre acquisti una carta o mentre ottieni una carta in altri modi (come con Ampliamento). Se usi Torre di Guardia per mettere una carta sul tuo mazzo ma non hai carte rimaste nel tuo mazzo, non mescoli; la carta ottenuta diventa l'unica carta del tuo mazzo. Rivelare Torre di Guardia non la toglie dalla tua mano; potresti rivelare Torre di Guardia in più turni avversari e averla ancora nel tuo turno per pescare fino a 6 carte. Quando le carte sono ottenute durante il turno di Possessione, il giocatore che ha giocato Possessione è quello che può usare Torre di Guardia, non quello Posseduto. Se una carta ottenuta deve andare da qualche parte che non sia lo scarto, come una carta ottenuta con Miniera, puoi comunque usare Torre di Guardia per eliminarla o metterla sul mazzo.",
|
||
"name": "Torre di Guardia"
|
||
},
|
||
"Worker's Village": {
|
||
"description": "+1 Carta\n+2 Azioni\n+1 Acquisto",
|
||
"extra": " Peschi una carta, puoi giocare altre due Azioni in questo turno, e puoi acquistare un'altra carta nella tua fase Acquisto in questo turno.",
|
||
"name": "Cantiere"
|
||
},
|
||
"Academy": {
|
||
"description": "When you gain an Action card, +1 Villager.",
|
||
"extra": "This happens whether you gain an Action card due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Academy"
|
||
},
|
||
"Acting Troupe": {
|
||
"description": "+4 Villagers<n>Trash this.",
|
||
"extra": "If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.",
|
||
"name": "Acting Troupe"
|
||
},
|
||
"Barracks": {
|
||
"description": "At the start of your turn, +1 Action.",
|
||
"extra": "You simply have +1 Action on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Barracks"
|
||
},
|
||
"Border Guard": {
|
||
"description": "+1 Action<br><br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.",
|
||
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.",
|
||
"name": "Border Guard"
|
||
},
|
||
"Canal": {
|
||
"description": "During your turns, cards cost 1 Coin less, but not less than 0 Coin.",
|
||
"extra": "During your turns, all cards, including cards in the Supply, in hands, and in Decks, cost 1 Coin less, but not less than 0 Coin. For example if you have Canal and play Villain, other players discard a card costing at least 2 Coin, which could not be Estate, as Estate only costs 1 Coin on your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Canal"
|
||
},
|
||
"Capitalism": {
|
||
"description": "During your turns, Actions with +_ Coin amounts in their text are also Treasures.",
|
||
"extra": "To be affected, a card must have a +_ Coin amount in its text, not just a _ Coin amount - for example, Capitalism turns Improve into a Treasure, but does not affect Inventor. Having Capitalism means you can play any number of Action cards with +_ Coin amounts in your Buy phase (without using up Action plays). It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use Treasurer to gain an Improve from the trash, since Improve is a Treasure on your turns. Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is. Getting +1 Action in your Buy phase does not let you play other Action cards then. Capitalism work on your turn, but affects cards everywhere; for example if you have Capitalism and play Bandit, you could trash another player's Improve, and it is not relevant if that player has Capitalism or not.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Capitalism"
|
||
},
|
||
"Cargo Ship": {
|
||
"description": "+2 Coin<br><br>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.",
|
||
"extra": "The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.",
|
||
"name": "Cargo Ship"
|
||
},
|
||
"Cathedral": {
|
||
"description": "At the start of your turn, trash a card from your hand.",
|
||
"extra": "Once you have claimed this ability, it is not optional. There is no way to remove your cube.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Cathedral"
|
||
},
|
||
"Citadel": {
|
||
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
|
||
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Citadel"
|
||
},
|
||
"City Gate": {
|
||
"description": "At the start of your turn, +1 Card, then put a card from your hand onto you deck.",
|
||
"extra": "First you draw a card; then you put any card from your hand onto your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "City Gate"
|
||
},
|
||
"Crop Rotation": {
|
||
"description": "At the start of your turn, you may discard a Victory card for +2 Cards.",
|
||
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded Victory card.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Crop Rotation"
|
||
},
|
||
"Ducat": {
|
||
"description": "+1 Coffers<br>+1 Buy<line>When you gain this, you may trash a Copper from your hand.",
|
||
"extra": "When you play this, you get no _ Coin, but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.",
|
||
"name": "Ducat"
|
||
},
|
||
"Experiment": {
|
||
"description": "+2 Cards<br>+1 Action<n>Return this to the Supply.<line>When you gain this, gain another Experiment (that doesn't come with another).",
|
||
"extra": "When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile. For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you plan Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile. If Experiment somehow is not in play (for example if played from the trash via Necromancer from Nocturne), it fails to return to its pile.",
|
||
"name": "Experiment"
|
||
},
|
||
"Exploration": {
|
||
"description": "At the end of your Buy phase, if you didn't buy any cards, +1 Coffers and +1 Villager.",
|
||
"extra": "This only cares if you bought a card in your Buy phase; it does not care if you gained cards other ways, or if you bought an Event (from Adventures or Empires) or Project. For example if all you buy on your turn is Exploration, you will get +1 Coffers and +1 Villager that turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Exploration"
|
||
},
|
||
"Fair": {
|
||
"description": "At the start of your turn, +1 Buy.",
|
||
"extra": "You simply have +1 Buy on each of your turns.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Fair"
|
||
},
|
||
"Flag": {
|
||
"description": "When drawing your hand, +1 Card.",
|
||
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Flag"
|
||
},
|
||
"Flag Bearer": {
|
||
"description": "+2 Coin<n><line>When you gain or trash this, take the Flag",
|
||
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.",
|
||
"name": "Flag Bearer"
|
||
},
|
||
"Fleet": {
|
||
"description": "After the game ends, there's an extra round of turns just for players with this.",
|
||
"extra": "The extra turns go in order starting with the next player after the one that just took a turn. Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends). Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Fleet"
|
||
},
|
||
"Guildhall": {
|
||
"description": "When you gain a Treasure, +1 Coffers.",
|
||
"extra": "This happens whether you gain a Treasure due to buying it, or some other way.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Guildhall"
|
||
},
|
||
"Hideout": {
|
||
"description": "+1 Card<br>+2 Actions<br><br>Trash a card from your hand. If it's a Victory card, gain a Curse.",
|
||
"extra": "Trashing is not optional. Curses are not Victory cards.",
|
||
"name": "Hideout"
|
||
},
|
||
"Horn": {
|
||
"description": "Once per turn, when you discard a Border Guard from play, you may put it onto your deck.",
|
||
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Horn"
|
||
},
|
||
"Improve": {
|
||
"description": "+2 Coin<br><br>At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.",
|
||
"extra": "You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded). You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly 1 Coin more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.",
|
||
"name": "Improve"
|
||
},
|
||
"Innovation": {
|
||
"description": "The first time you gain an Action card in each of your turns, you may set it aside.<n>If you do, play it.",
|
||
"extra": "This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn. This applies to cards gained due to being bought, or gained other ways. If the first Action card you gain in turn is in your Buy phase, that means you can play that card even though it is your Buy phase. If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Innovation"
|
||
},
|
||
"Inventor": {
|
||
"description": "Gain a card costing up to 4 Coins, then cards cost 1 Coin less this turn (but not less than 0 Coin).",
|
||
"extra": "First you gain a card costing up to 4 Coin; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks. It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost 4 Coin), and afterwards cards cost 2 Coin less for the rest of the turn.",
|
||
"name": "Inventor"
|
||
},
|
||
"Key": {
|
||
"description": "At the start of your turn, +1 Coin.",
|
||
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Key"
|
||
},
|
||
"Lackeys": {
|
||
"description": "+2 Cards<line>When you gain this, +2 Villagers.",
|
||
"extra": "Playing this gives +2 Cards; gaining it gives +2 Villagers.",
|
||
"name": "Lackeys"
|
||
},
|
||
"Lantern": {
|
||
"description": "Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Lantern"
|
||
},
|
||
"Mountain Village": {
|
||
"description": "+2 Actions<br><n>Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.",
|
||
"extra": "If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.",
|
||
"name": "Mountain Village"
|
||
},
|
||
"Old Witch": {
|
||
"description": "+3 Cards<br><br>Each other player gains a Curse and may trash a Curse from their hand.",
|
||
"extra": "After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.",
|
||
"name": "Old Witch"
|
||
},
|
||
"Pageant": {
|
||
"description": "At the end of your Buy phase, you may pay 1 Coin for +1 Coffers.",
|
||
"extra": "If you have at least 1 Coin that you did not spend, you can spend 1 Coin for +1 Coffers. This only works once per turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Pageant"
|
||
},
|
||
"Patron": {
|
||
"description": "+1 Villager<br>+2 Coin<line>When something causes you to reveal this (using the word \"reveal\"), +1 Coffers.",
|
||
"extra": "Anything that causes you to reveal a Patron, and specifically uses the word \"reveal,\" causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers. Other players seeing a card, without the word \"reveal\" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.",
|
||
"name": "Patron"
|
||
},
|
||
"Piazza": {
|
||
"description": "At the start of your turn, reveal the top card of your deck. If it's an Action, play it.",
|
||
"extra": "Once you have claimed this ability, it is not optional. If the revealed card is not an Action, return it to the top of your deck.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Piazza"
|
||
},
|
||
"Priest": {
|
||
"description": "+2 Coin<br><n>Trash a card from your hand. For the rest of this turn, when you trash a card, +2 Coin.",
|
||
"extra": "When you play this, you get +2 Coin, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +2 Coin. This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get +6 Coin total: +2 Coin from each play of Priest, and +2 Coin that the first Priest give you for the second Priest trashing a card. The bonus works even if the card was not trashed from your hand; for example you will get +2 Coin for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).",
|
||
"name": "Priest"
|
||
},
|
||
"Recruiter": {
|
||
"description": "+2 Cards<br><n>Trash a card from your hand. +1 Villager per 1 Coin it costs.",
|
||
"extra": "First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each 1 Coin the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get any for Potion or Debt amounts, just for _ Coin.",
|
||
"name": "Recruiter"
|
||
},
|
||
"Research": {
|
||
"description": "+1 Action<br><br>Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.",
|
||
"extra": "For each 1 Coin the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn. If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.",
|
||
"name": "Research"
|
||
},
|
||
"Road Network": {
|
||
"description": "When another player gains a Victory card, +1 Card.",
|
||
"extra": "This happens every time another player gains a Victory card, whether bought or gained another way, and even if it is your turn.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Road Network"
|
||
},
|
||
"Scepter": {
|
||
"description": "When you play this, choose one:<br>+2 Coin; or replay an Action card you played this turn that's still in play.",
|
||
"extra": "This cannot replay a Duration card you played on previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play). This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.",
|
||
"name": "Scepter"
|
||
},
|
||
"Scholar": {
|
||
"description": "Discard your hand.<n>+7 Cards.",
|
||
"extra": "If drawing causes you to shuffle, you will shuffle in the discarded cards.",
|
||
"name": "Scholar"
|
||
},
|
||
"Sculptor": {
|
||
"description": "Gain a card to your hand costing up to 4 Coin. If it's a Treasure, +1 Villager.",
|
||
"extra": "The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
|
||
"name": "Sculptor"
|
||
},
|
||
"Seer": {
|
||
"description": "+1 Card<br>+1 Action<n>Reveal the top 3 cards of your deck. Put the ones costing from 2 Coin to 4 Coin into your hand. Put the rest back in any order.",
|
||
"extra": "Cards with Potion (from Alchemy) or Debt (from Empires) in their cost do not cost from 2 Coin to 4 Coin.",
|
||
"name": "Seer"
|
||
},
|
||
"Sewers": {
|
||
"description": "When you trash a card other than with this, you may trash a card from your hand.",
|
||
"extra": "This works however you trash the card. For example it works when trashing a card to Priest, when trashing a Curse to Old Witch, when trashing Acting Troupe when playing it, and when trashing a card from the Supply with Lurker (from Intrigue). the card you trash with Sewers must be from your hand, and can be any card in your hand, even if the thing that triggered Sewers could only trash certain cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Sewers"
|
||
},
|
||
"Silk Merchant": {
|
||
"description": "+2 Cards<br>+1 Buy<n><line>When you gain or trash this, +1 Coffers and +1 Villager.",
|
||
"extra": "When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.",
|
||
"name": "Silk Merchant"
|
||
},
|
||
"Silos": {
|
||
"description": "At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.",
|
||
"extra": "First you discard the Coppers, then you draw. So if drawing causes you to shuffle, you will shuffle in the Coppers.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Silos"
|
||
},
|
||
"Sinister Plot": {
|
||
"description": "At the start of your turn, add a token here, or remove your tokens here for +1 Card each.",
|
||
"extra": "Each player has a separate pile of coin tokens on Sinister Plot; keep yours by your cube. Each turn you either add a token (an unused one, not one from a mat), or remove all of your tokens to draw as many cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Sinister Plot"
|
||
},
|
||
"Spices": {
|
||
"description": "2 <*COIN*><br><br>+1 Buy<line>When you gain this, +2 Coffers.",
|
||
"extra": "This is a Treasure that makes 2 Coin and +1 Buy when played; when gaining it, you get +2 Coffers.",
|
||
"name": "Spices"
|
||
},
|
||
"Star Chart": {
|
||
"description": "When you shuffle, you may pick one of the cards to go on top.",
|
||
"extra": "Each time you shuffle, you can look through the cards and pick one to go on top. Shuffle the other cards.<n><n>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Star Chart"
|
||
},
|
||
"Swashbuckler": {
|
||
"description": "+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest",
|
||
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.",
|
||
"name": "Swashbuckler"
|
||
},
|
||
"Treasure Chest": {
|
||
"description": "At the start of your Buy phase, gain a Gold.",
|
||
"extra": "Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Treasure Chest"
|
||
},
|
||
"Treasurer": {
|
||
"description": "+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.",
|
||
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.",
|
||
"name": "Treasurer"
|
||
},
|
||
"Villain": {
|
||
"description": "+2 Coffers<br><n>Each other player with 5 or more cards in hand discards one costing 2 Coin or more (or reveals they can't).",
|
||
"extra": "For example a player could discard an Estate, which costs 2 Coin.",
|
||
"name": "Villain"
|
||
},
|
||
"Ambassador": {
|
||
"description": "Rivela una carta dalla tua mano. Rimetti fino a 2 copie di essa dalla tua mano alla Riserva. Quindi ogni altro giocatore ne ottiene una copia.",
|
||
"extra": " Prima scegli e rivela una carta dalla tua mano. Puoi mettere fino a 2 copie di quella carta dalla tua mano nella Riserva. Puoi anche non metterne alcuna. Quindi ogni altro giocatore ottiene una copia di quella carta dalla Riserva. Se il mazzetto della carta scelta finisce, alcuni giocatori potrebbereo non ottenerne una copia; le carte sono distribuite in ordine di turno a partire dal giocatore successivo. Se non hai altre carte in mano quando giochi questa carta, non succede nulla.",
|
||
"name": "Ambasciatore"
|
||
},
|
||
"Bazaar": {
|
||
"description": "+1 Carta<br>+2 Azioni<br>+1 Coin",
|
||
"extra": "Pesca una carta, hai altre 2 Azioni da usare, e ricevi 1 Coin in più da spendere in questo turno.",
|
||
"name": "Bazar"
|
||
},
|
||
"Caravan": {
|
||
"description": "+1 Carta<br>+1 Azione\nAll'inizio del tuo prossimo turno, +1 Carta.",
|
||
"extra": " Pesca una carta all'inizio del tuo prossimo turno (non prima); la Carovana viene scartata durante la fase di Pulizia del turno successivo.",
|
||
"name": "Carovana"
|
||
},
|
||
"Cutpurse": {
|
||
"description": "+2 Coins<n>Ogni altro giocatore scarta una carta Rame (o rivela una carta senza Rame).",
|
||
"extra": " Gli altri giocatori devono scartare uno e un solo Rame. Se non hanno un Rame, devono rivelare la loro mano a tutti i giocatori.",
|
||
"name": "Borseggiatore"
|
||
},
|
||
"Embargo": {
|
||
"description": "+2 Coins<br>Elimina questa carta. Metti un segnalino Embargo in cima ad un mazzetto della Riserva.<line>Quando un giocatore compra una carta, ottiene una carta Maledizione per ogni segnalino Embargo su quel mazzetto.",
|
||
"extra": " Puoi scegliere qualsiasi mazzetto nella Riserva. Se più carte Embargo vengono usate per mettere più segnalini Embargo sullo stesso mazzetto, un giocatore ottiene una carta Maledizione per ogni segnalino Embargo quando compra una carta da quel Mazzetto. Non ottieni carte Maledizione se ottieni una carta da un mazzetto con segnalini Embargo senza acquistarla (per esempio, se ottieni una carta coi Contrabbandieri). Se usi Sala del Trono su Embargo, piazzi due segnalini Embargo e non devono necessariamente andare sullo stesso mazzetto della Riserva. Se finisci i segnalini Embargo, usa qualsiasi cosa per sostituirli. Se non ci sono Maledizioni rimaste, i segnalini Embargo non fanno nulla.",
|
||
"name": "Embargo"
|
||
},
|
||
"Explorer": {
|
||
"description": "Puoi rivelare una carta Provincia dalla tua mano. Se lo fai, ottieni una carta Oro e la metti nella tua mano. Altrimenti, guadagni una carta Argento e la metti nella tua mano.",
|
||
"extra": " Non sei costretto a rivelare una Provincia se ce l'hai in mano. Se ne riveli una ottieni un Oro, altrimenti ottieni un Argento. La carta ottenuta deve venire dalla Riserva e finisce nella tua mano; puoi spenderla nello stesso turno.",
|
||
"name": "Avventuriero"
|
||
},
|
||
"Fishing Village": {
|
||
"description": "+2 Azioni<br>+1 Coin<n>All'inizio del tuo prossimo turno: +1 Azione, +1 Coin.",
|
||
"extra": " Ricevi 1 Coin da spendere e 2 altre Azioni da usare in questo turno. All'inizio del tuo prossimo turno ricevi 1 Coin e 1 Azione in più. Questo significa che potrai giocare un totale di 2 Azioni nel tuo prossimo turno (contando anche la tua normale Azione). Lascia questa carta davanti a te fino alla fase di Pulizia del tuo prossimo turno.",
|
||
"name": "Villaggio di Pescatori"
|
||
},
|
||
"Ghost Ship": {
|
||
"description": "+2 Carte<n>Ogni altro giocatore con 4 o più carte in mano mette carte dalla sua mano sopra al suo mazzo fino ad avere 3 carte in mano.",
|
||
"extra": " Gli altri giocatori scelgono queli carte mettere sui loro mazzi e in quale ordine. Questa carta non ha effetto su giocatori che abbiano già solo 3 carte in mano. Un giocatore senza carte rimaste nel mazzo non mescola; le carte messe sul mazzo diventano le uniche carte nel suo mazzo.",
|
||
"name": "Nave Fantasma"
|
||
},
|
||
"Haven": {
|
||
"description": "+1 Carta<br>+1 Azione<n>Metti da parte una carta coperta dalla tua mano. All'inizio del tuo prossimo turno, mettila nella tua mano.",
|
||
"extra": " Prima pesca una carta; quindi scegli una carta della tua mano e mettila da parte, coperta. Metti la carta da parte sopra la Rada, per ricordartene il motivo. Gli altri giocatori non possono vedere cosa hai messo da parte. Devi mettere da parte una carta; non è opzionale. La Rada e la carta rimangono lì fino all'inizio del tuo prossimo turno, momento nel quale prenderai in mano la carta messa via. La Rada in sè viene scartata nella fase Pulizia del turno successivo.",
|
||
"name": "Rada"
|
||
},
|
||
"Island": {
|
||
"description": "Metti da parte questa e un'altra carta dalla tua mano sulla tua plancia Isola. Rimettile nel tuo mazzo alla fine della partita.<line>2 <*VP*>",
|
||
"extra": " Quando ottieni questa carta per la prima volta, prendi una plancia Isola. L'Isola è sia una carta Azione che una carta Vittoria. Durante la preparazione, metti 12 Isole nella Riserva per una partita con 3, 4, 5 o 6 giocatori, 8 nella Riserva per una partita a 2 giocatori. L'Isola e la carta messa via con essa vengono poste scoperte sulla plancia Isola. Non vanno mescolate nel tuo mazzo quando devi mescolare. Tornano nel tuo mazzo alla fine della partita per calcolare i punti vittoria. L'Isola vale 2 PV. Se non hai altre carte in mano quando giochi Isola, metti via solo l'Isola. Se usi Sala del Trono sull'Isola, metti via l'Isola e due carte dalla tua mano. Puoi guardare le carte sulla plancia Isola in ogni momento, e possono vederle anche gli altri giocatori.",
|
||
"name": "Isola"
|
||
},
|
||
"Lighthouse": {
|
||
"description": "+1 Azione<n>Ora e all'inizio del tuo prossimo turno: +1 Coin.<line>Mentre questa carta è in gioco, quando un altro giocatore usa una carta Attacco, quella carta non ha effetto su di te.",
|
||
"extra": " Ricevi un'Azione e una Moneta in questo turno, e solo una Moneta nel prossimo turno. Le carte Attacco usate da altri giocatori non hanno effetto su di te, nemmeno se lo vorresti. Potresti rivelare Stanza Segreta per pescare 2 carte e metterne 2 dalla mano in cima al tuo mazzo quando una carta Attacco viene giocata, ma comunque non subire l'Attacco. Ricevi comunque i benefici (come + Carte) delle carte Attacco che giochi nel tuo turno. Il Faro viene scartato nella fase Pulizia del tuo prossimo turno.",
|
||
"name": "Faro"
|
||
},
|
||
"Lookout": {
|
||
"description": "+1 Azione<n>Guarda le prime 3 carte del tuo mazzo. Eliminane una. Scartane una. Rimetti l'altra in cima al mazzo.",
|
||
"extra": " Se non hai 3 carte da guardare in cima al tuo mazzo, guardane quante puoi quindi mescola la tua pila degli scarti per vedere le carte che mancano. Devi vedere tutte e tre le carte prima di decidere quale eliminare, quale scartare, e quale carta rimettere in cima al mazzo. Se le 3 carte che guardi sono le ultime carte del tuo mazzo, la carta che rimetti a posto sarà l'unica carta del tuo mazzo. Se hai meno di tre carte da guardare, anche dopo aver mescolato, devi seguire le istruzioni sulla carta in ordine. Se hai una sola carta da guardare, devi eliminarla. Se ne hai due, devi eliminarne una e scartare l'altra.",
|
||
"name": "Vedetta"
|
||
},
|
||
"Merchant Ship": {
|
||
"description": "Ora e all'inizio del tuo prossimo turno: +2 Coins.",
|
||
"extra": " Ricevi 2 Coins da spendere in questo turno, e altre 2 nel tuo prossimo turno. Lascia questa carta davanti a te fino alla fase Pulizia del tuo prossimo turno.",
|
||
"name": "Nave Mercantile"
|
||
},
|
||
"Native Village": {
|
||
"description": "+2 Azioni<n>Scegli: metti da parte una carta coperta dalla tua mano sulla tua plancia Villaggio Indigeno; o prendi in mano tutte le carte dalla tua plancia Villaggio Indigeno. Puoi guardare le carte sulla tua plancia quando vuoi; rimettile nel tuo mazzo alla fine della partita.",
|
||
"extra": " La prima volta che ottieni una di queste carte, prendi una plancia Villaggio Indigeno. Quando giochi Villaggio Indigeno, prendi tutte le carte presenti sulla tua plancia Villaggio Indigeno e mettile nella tua mano, o metti via la prima carta del tuo mazzo coperta (mescola se necessario) sulla plancia Villaggio Indigeno. Puoi scegliere qualunque opzione anche se non hai carte sulla tua plancia o non hai carte nel tuo mazzo. Puoi guardare le tue carte sulla plancia in ogni momento. Alla fine della partita, qualsiasi carta che sia ancora sulla plancia torna nel tuo mazzo per il punteggio. Il Villaggio Indigeno in sè non viene messo via; va nella tua pila degli scarti nella fase Pulizia.",
|
||
"name": "Villaggio Indigeno"
|
||
},
|
||
"Navigator": {
|
||
"description": "+2 Coins<n>Guarda le prima 5 carte del tuo mazzo. Scartale tutte, o rimettile in cima al tuo mazzo nell'ordine che preferisci.",
|
||
"extra": " Scarti tutte e 5 le carte o nessuna di essa. Se non le scarti, rimettile in cima al mazzo nell'ordine che preferisci. Se non ci sono 5 carte rimaste nel tuo mazzo, guardane quante puoi, quindi mescola la tua pila degli scarti (senza includere le carte appena guardate), e guarda le carte rimanenti. Se ancora non ce ne sono 5, guarda solo quelle che sono rimaste, e rimettile a posto o scartale.",
|
||
"name": "Navigatore"
|
||
},
|
||
"Outpost": {
|
||
"description": "Peschi solo 3 carte (invece di 5) nella fase Pulizia di questo turno. Gioca un turno extra al termine di questo. Questo non può portarti a fare più di due turni consecutivi.",
|
||
"extra": " Il turno extra è del tutto normale tranne che la tua mano iniziale per esso è di sole 3 carte. Questo significa che hai pescato solo 3 carte e non 5 durante la fase Pulizia del turno nel quale giochi Avamposto. Lascia Avamposto davanti a te fino alla fine del turno extra. Se giochi Avamposto e un'altra carta Durata, come Nave Mercantile, il turno dall'Avamposto sarà il \"prossimo turno\", quindi otterrai gli effetti in quel turno extra. Se giochi Avamposto due volte in un turno, avrai comunque un solo turno extra. Se giochi Avamposto durante un turno extra, non ti darà un altro turno.",
|
||
"name": "Avamposto"
|
||
},
|
||
"Pearl Diver": {
|
||
"description": "+1 Carta<br>+1 Azione<n>Guarda la carta in fondo al tuo mazzo. Puoi metterla in cima.",
|
||
"extra": " Pesca una carta prima di guardare la carta in fondo al tuo mazzo. Se piazzi la carta in cima al tuo mazzo, assicurati di non guardare la carta che vi sta sotto in fondo al mazzo mentre la prendi. Se non hai carte rimaste quando devi vedere il fondo, prima mescola.",
|
||
"name": "Pescatore di Perle"
|
||
},
|
||
"Pirate Ship": {
|
||
"description": "Scegli: Ogni altro giocatore rivela le prime 2 carte del suo mazzo, elimina una carta Tesoro rivelata di tua scelta, scarta il resto e se è stata eliminata almeno una carta tesoro metti un segnalino Moneta sulla tua plancia Nave Pirata; o, +1 Coin per ogni segnalino Moneta presente sulla tua plancia Nave Pirata.",
|
||
"extra": " Quando ottieni questa carta per la prima volta, prendi una plancia Nave Pirata. Se usi la Nave Pirata per eliminare Tesori, un giocatore con solo una carta rimasta la rivela e quindi mescola (senza includere la carta appena rivelata) per avere l'altra carta da rivelare; un giocatore senza carte rimaste mescola per averle entrambe. Un giocatore che ancora non abbia due carte da rivelare dopo aver mescolato rivela solo quel che può. Ogni giocatore elimina al massimo una carta Tesoro, scelta da chi ha giocato Nave Pirata fra le carte rivelate. Se viene eliminata almeno una carta Tesoro in questo modo, metti un segnalino Moneta sulla plancia Nave Pirata. Non puoi ottenere più di un segnalino quando giochi questa carta, a prescindere da quanti Tesori vengano eliminati. Se scegli di non tentare di eliminare Tesori dagli altri giocatori, la Nave Pirata vale 1 Coin per ogni segnalino Moneta presente sulla plancia. La Nave Pirata è una carta Azione - Attacco e i giocatori possono rivelare Stanza Segreta anche se la usi per ricevere + Monete. [Scegli come usare la Nave Pirata dopo che gli altri giocatori han finito di rivelare Reazioni.]",
|
||
"name": "Nave Pirata"
|
||
},
|
||
"Salvager": {
|
||
"description": "+1 Acquisto<n>Elimina una carta dalla tua mano.<n>+_ Coins, è il costo della carta eliminata.",
|
||
"extra": " Se hai almeno una carta nella tua mano, devi eliminarne una. Se non hai carte in mano rimaste da eliminare, non ricevi Monete ma hai comunque +1 Acquisto.",
|
||
"name": "Recupero"
|
||
},
|
||
"Sea Hag": {
|
||
"description": "Ogni altro giocatore scarta la carta in cime al proprio mazzo, quindi ottiene una carta Maledizione che mette in cima al proprio mazzo.",
|
||
"extra": " Un giocatore senza carte rimaste nel suo mazzo deve mescolare per avere una carta da scartare. Se dopo aver mescolato è ancora senza carte, non scarta. Un giocatore che scarti la sua ultima carta usa la Maledizione ottenuta come unica carta del suo mazzo. Se non ci sono abbastanza Maledizioni rimaste da dare, vengono distribuite in ordine di turno a partire dal giocatore a sinistra di chi ha giocato Megera dei Mari.",
|
||
"name": "Megera dei Mari"
|
||
},
|
||
"Smugglers": {
|
||
"description": "Ottieni una copia di una carta che costi fino a 6 Coins che il giocatore alla tua destra abbia ottenuto nel suo ultimo turno.",
|
||
"extra": " Il turno che conta è l'ultimo giocato dal giocatore alla tua destra, anche se hai fatto più turni di fila. Se quel giocatore non ha ottenuto carte, o nessuna del costo di 6 Coins o meno, Contrabbandieri non fa nulla. Se quel giocatore ha ottenuto più di una carta che costi 6 o meno, scegli di quale ottenere una copia. Le carte ottenute devono venire dalla Riserva. Possono essere qualsiasi carta ottenuta, che sia comprata o ottenuta in altro modo; puoi persino ottenere una carta che il precedente giocatore abbia ottenuto tramite Contrabbandieri. Se il precedente giocatore ha ottenuto una carta tramite Mercato Nero, non potrai ottenerne una copia (non ce ne sono copie nella Riserva). Questo non è un Attacco; Faro e Fossato non possono fermarlo. Non puoi ottenere con Contrabbandieri carte che abbiano una Pozione nel costo.",
|
||
"name": "Contrabbandieri"
|
||
},
|
||
"Tactician": {
|
||
"description": "Scarta la tua mano. Se hai scartato almeno una carta in questo modo, all'inizio del tuo prossimo turno +5 Carte, +1 Acquisto, e +1 Azione.",
|
||
"extra": " Aspetta l'inizio del tuo prossimo turno per pescare le 5 carte extra; non le peschi al termini del turno in cui hai giocato Stratega. Lo Stratega rimane davanti a te fino alla fase Pulizia del tuo prossimo turno. Dal momento che devi scartare almeno una carta per ottenere i bonus dallo Stratega, non è possibile usare Sala del Trono per ottenere +10 Carte, +2 Acquisti e +2 Azioni. Dovresti scartare tutte le tue carte col primo Stratega, e non avresti carte da scartare per guadagnare i bonus forniti dallo Stratega.",
|
||
"name": "Stratega"
|
||
},
|
||
"Treasure Map": {
|
||
"description": "Elimina questa e un'altra copia di Mappa del Tesoro dalla tua mano. Se hai eliminato due carte Mappa del Tesoro, ottieni 4 carte Oro, mettendole in cima al tuo mazzo.",
|
||
"extra": " Puoi giocare questa carta senza un'altra Mappa del Tesoro nella tua mano; se lo fai, eliminala senza guadagnare nulla. Devi scartare due vere copie di Mappa del Tesoro per ottenere gli Ori; quindi per esempio se usi Sala del Trono su una Mappa del Tesoro, con due altre Mappe del Tesoro in mano, la prima volta che si risolve Mappa del Teosoro la elimini con un'altra e ottieni 4 Ori, e la seconda volta che si risolve elimini l'altra tua Mappa del Tesoro ma non guadagni nulla (dal momento che non hai davvero eliminato la Mappa del Tesoro giocata in quel momento). Se non ci sono abbastanza carte Oro rimaste, ottieni quel che puoi. Gli Ori ottenuti vanno in cima al mazzo. Se il tuo mazzo era vuoto diventano le uniche carte del tuo mazzo.",
|
||
"name": "Mappa del Tesoro"
|
||
},
|
||
"Treasury": {
|
||
"description": "+1 Carta<br>+1 Azione<br>+1 Coin<n>Quando scarti questa carta dal gioco, se non hai comprato carte Vittoria, puoi mettere questa carta in cima al tuo mazzo.",
|
||
"extra": " Se compri più di una carta e almeno una queste è una carta Vittoria, nessuno dei tuoi Tesori può essere posto sul tuo mazzo. Se hai giocato più di un Tesoro e non hai comprato una carta Vittoria in questo turno, puoi metterli tutti o alcuni sul tuo mazzo. Se te ne dimentichi e scarti un Tesoro nella tua pila degli scarti, hai essenzialmente scelto di non usare l'abilità opzionale. Non puoi andare a cercarti il Tesoro fra gli scarti. Ottenere una carta Vittoria senza comprarla, come con Contrabbandieri, non ti impedisce di mettere Tesoro sul tuo mazzo.",
|
||
"name": "Tesoro"
|
||
},
|
||
"Warehouse": {
|
||
"description": "+3 Carte<br>+1 Azione<br>scarta 3 carte.",
|
||
"extra": " Se non hai 3 carte da pescare nel tuo mazzo, pescane quante puoi, mescola la tua pila degli scarti, e pesca il resto. Se ancora non sei in grado di pescare 3 carte, pescane quante puoi. Dovrai comunque scartare 3 carte se puoi, anche se non ne hai potute pescare 3. Puoi scartare qualsiasi carta nella tua mano, non necessariamente quelle pescate.",
|
||
"name": "Magazzino"
|
||
},
|
||
"Wharf": {
|
||
"description": "Ora e all'inizio del tuo prossimo turno: +2 Carte, +1 Acquisto.",
|
||
"extra": " Peschi 2 carte ed hai un Acquisto extra in questo turno, e peschi altre 2 carte con un Acquisto extra all'inizio del tuo prossimo turno. Non peschi le 2 carte extra per il prossimo turno fin quando quel turno non inizia. Tieni questa carta davanti a te fino alla fase Pulizia del prossimo turno.",
|
||
"name": "Molo"
|
||
},
|
||
"Border Guard - LanternHorn": {
|
||
"description": "<left><u>Border Guard</u>:</left><n>+1 Action<br>Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.<n><left><u>Horn</u>:</left><n>Once per turn, when you discard a Border Guard from play, you may put it onto your deck.<n><left><u>Lantern</u>:</left><n>Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)",
|
||
"extra": "When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn. When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn. If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.<n><n>Horn and Lantern are Artifacts. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Border Guard / Horn / Lantern"
|
||
},
|
||
"Catapult - Rocks": {
|
||
"description": "<left><u>Catapult</u>:</left><n>+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<n><left><u>Rocks</u>:</left><n>+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
|
||
"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. Rocks: If you have no cards in hand left to trash, neither thing happens. If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
|
||
"name": "Catapult / Rocks"
|
||
},
|
||
"Cemetery - Haunted Mirror": {
|
||
"description": "<left><u>Cemetery</u>:</left><center>2 <*VP*></center><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:</left><center>1 <*COIN*></center><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
|
||
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
|
||
"name": "Cemetery / Haunted Mirror"
|
||
},
|
||
"Encampment - Plunder": {
|
||
"description": "<left><u>Encampment</u>:</left><n>+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.<n><left><u>Plunder</u>:</left><n>+2 Coin<br>+1<VP>",
|
||
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder. Plunder: This gives you a <VP> token every time you play it.",
|
||
"name": "Encampment / Plunder"
|
||
},
|
||
"Flag Bearer - Flag": {
|
||
"description": "<left><u>Flag Bearer</u>:</left><n>+2 Coin<n><line>When you gain or trash this, take the Flag<n><left><u>Flag</u>:</left><n>When drawing your hand, +1 Card.",
|
||
"extra": "When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up. This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.<n><n>Flag is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Flag Bearer / Flag"
|
||
},
|
||
"Fool - Lucky Coin": {
|
||
"description": "<left><u>Fool</u>:</left><center>If you aren’t the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.</center><left><i>Heirloom: Lucky Coin</i></left><left><u>Lucky Coin</u>:</left><center>1 <*COIN*></center><n><n>When you play this, gain a Silver.",
|
||
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
|
||
"name": "Fool / Lucky Coin"
|
||
},
|
||
"Gladiator - Fortune": {
|
||
"description": "<left><u>Gladiator</u>:</left><n>If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.<n><left><u>Fortune</u>:</left><n>+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
|
||
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator. Fortune: You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
|
||
"name": "Gladiator / Fortune"
|
||
},
|
||
"Hermit - Madman": {
|
||
"description": "<left><u>Hermit</u>:</left><center>Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.</center><line><center>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
|
||
"extra": "<u>Hermit</u>:When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. After trashing or not, you must gain a card costing up to 3 Coin. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>:This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via cards like Throne Room. So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
|
||
"name": "Hermit / Madman"
|
||
},
|
||
"Necromancer - Zombies": {
|
||
"description": "<left><u>Necromancer</u>:</left><center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.</center><line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:</left><center>You may trash an Action card from your hand for +3 Cards and +1 Action.</center><left><u>Zombie Mason</u>:</left><center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.</center><left><u>Zombie Spy</u>:</left><center>+1 Card</center><center>+1 Action</center><center>Look at the top card of your deck. Discard it or put it back.</center>",
|
||
"extra": "Setup: Put the three Zombies into the trash.\nNecromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
|
||
"name": "Necromancer / Zombies"
|
||
},
|
||
"Page -> Champion": {
|
||
"description": "<justify>Page is exchanged for Treasure Hunter, which is exchanged for Warrior, which is exchanged for Hero, which is exchanged for Champion.</justify><left><u>Page</u>: +1 Card; +1 Action</left><left><u>Treasure Hunter</u>: +1 Action; +1 Coin; Gain a Silver per card the player to your right gained in his last turn.<br><u>Warrior</u>: +2 Cards; For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.<br><u>Hero</u>: +2 Coins; Gain a Treasure.<br><u>Champion</u>: +1 Action; For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action. (This stays in play. <i>This is not in the Supply.</i>)</left>",
|
||
"extra": "Page is a Kingdom card that is a Traveller. These cards have an arrow over the text box to remind players of their ability to upgrade into another card. Page is exchanged for Treasure Hunter, which is exchanged for Warrior, which is exchanged for Hero, which is exchanged for Champion. Champion is not a Traveller; it cannot be exchanged for anything. Page can be bought or otherwise gained when being used in a game, but the other cards cannot, they are not in the Supply. When a non-Supply pile is empty, that does not count as an empty pile for the game ending condition or for City (from Prosperity).<n><n>When a player discards a Traveller from play, they may exchange it for the card indicated; they return the card being exchanged to its pile, takes the card they are exchanging it for, and puts that card into their discard pile. Exchanging is not trashing or gaining, and so does not trigger abilities like Travelling Fair's. It is optional. It only happens when the card is discarded from play; discarding it from hand, such as due to not playing it, will not trigger it. It only happens if the card being exchanged for has any copies available. If multiple cards do something when discarded from play, the player picks the order.",
|
||
"name": "Page → Champion"
|
||
},
|
||
"Patrician - Emporium": {
|
||
"description": "<left><u>Patrician</u>:</left><n>+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.<n><left><u>Emporium</u>:</left><n>+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
|
||
"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not. Emporium: This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
|
||
"name": "Patrician / Emporium"
|
||
},
|
||
"Peasant -> Teacher": {
|
||
"description": "<justify>Peasant is exchanged for Soldier, which is exchanged for Fugitive, which is exchanged for Disciple, which is exchanged for Teacher.</justify><n><left><u>Peasant</u>: +1 Buy; +1 Coin</left><left><u>Soldier</u>: +2 Coins; +1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.<br><u>Fugitive</u>: +2 Cards; +1 Action; Discard a card.<br><u>Disciple</u>: You may play an Action card from your hand twice. Gain a copy of it.<br><u>Teacher</u>: Put this on your Tavern mat. At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). <i>(This is not in the Supply.)</i></left>",
|
||
"extra": "Peasant is a Kingdom card that is a Traveller. These cards have an arrow over the text box to remind players of their ability to upgrade into another card. Peasant is exchanged for Soldier, which is exchanged for Fugitive, which is exchanged for Disciple, which is exchanged for Teacher. Teacher is not a Traveller; it cannot be exchanged for anything. Peasant can be bought or otherwise gained when being used in a game, but the other cards cannot, they are not in the Supply. When a non-Supply pile is empty, that does not count as an empty pile for the game ending condition or for City (from Prosperity).<n><n>When a player discards a Traveller from play, they may exchange it for the card indicated; they return the card being exchanged to its pile, takes the card they are exchanging it for, and puts that card into their discard pile. Exchanging is not trashing or gaining, and so does not trigger abilities like Travelling Fair's. It is optional. It only happens when the card is discarded from play; discarding it from hand, such as due to not playing it, will not trigger it. It only happens if the card being exchanged for has any copies available. If multiple cards do something when discarded from play, the player picks the order.",
|
||
"name": "Peasant → Teacher"
|
||
},
|
||
"Pixie - Goat": {
|
||
"description": "<left><u>Pixie</u>:</left><center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.</center><left><i>Heirloom: Goat</i></left><left><u>Goat</u>:</left><center>1 <*COIN*></center><n><n>When you play this, you may trash a card from your hand.",
|
||
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
|
||
"name": "Pixie / Goat"
|
||
},
|
||
"Pooka - Cursed Gold": {
|
||
"description": "<left><u>Pooka</u>:</left><center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.</center><left><i>Heirloom: Cursed Gold</i></left><left><u>Cursed Gold</u>:</left><center>3 <*COIN*></center><n><n>When you play this, gain a Curse.",
|
||
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
|
||
"name": "Pooka / Cursed Gold"
|
||
},
|
||
"Sauna - Avanto": {
|
||
"description": "<left><u>Sauna</u>:</left><n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:</left><n>+3 Cards<n>You may play a Sauna from your hand.",
|
||
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
|
||
"name": "Sauna / Avanto"
|
||
},
|
||
"Secret Cave - Magic Lamp": {
|
||
"description": "<left><u>Secret Cave</u>:</left><center>+1 Card</center><center>+1 Action</center><left>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.</left><left><i>Heirloom: Magic Lamp</i></left><left><u>Magic Lamp</u>:</left><center>1 <*COIN*></center><n><n>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
|
||
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
|
||
"name": "Secret Cave / Magic Lamp"
|
||
},
|
||
"Settlers - Bustling Village": {
|
||
"description": "<left><u>Settlers</u>:</left><n>+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.<br><left><u>Bustling Village</u>:</left><n>+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
|
||
"extra": "<u>Settlers</u>: You can look through your discard pile even if you know there is no Copper in it.<n><u>Bustling Village</u>: You can look through your discard pile even if you know there are no Settlers in it.",
|
||
"name": "Settlers / Bustling Village"
|
||
},
|
||
"Shelters": {
|
||
"description": "<left><u>Hovel</u>: When you buy a Victory card, you may trash this from your hand.</left><left><br><u>Necropolis</u>: +2 Actions</left><left><u>Overgrown Estate</u>: 0 <VP>; when you trash this, +1 Card.</left>",
|
||
"extra": " See Preparation. A shelter is never in the supply. <u>Hovel</u>: 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. <u>Overgrown Estate</u>: It is a Victory card despite being worth 0<VP>. 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. <u>Necropolis</u>: This is an Action card; when you play it, you get +2 Actions. ",
|
||
"name": "Shelters"
|
||
},
|
||
"Shepherd - Pasture": {
|
||
"description": "<left><u>Shepherd</u>:</left><center>+1 Action<br>Discard any number of Victory cards, revealing them.</center><center>+2 Cards per card discarded.</center><left><i>Heirloom: Pasture</i></left><left><u>Pasture</u>:</left><center>1 <*COIN*></center><n><line><n>Worth 1<VP> per Estate you have.",
|
||
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
|
||
"name": "Shepherd / Pasture"
|
||
},
|
||
"Swashbuckler - Treasure Chest": {
|
||
"description": "<left><u>Swashbuckler</u>:</left><n>+3 Cards<n>If your discard pile has any cards in it:<n>+1 Coffer, then if you have at least 4 Coffers tokens, take the Treasure Chest<n><left><u>Treasure Chest</u>:</left><n>At the start of your Buy phase, gain a Gold.",
|
||
"extra": "First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty. If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card. Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.<n><n>Treasure Chest is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Swashbuckler / Treasure Chest"
|
||
},
|
||
"Tournament and Prizes": {
|
||
"description": "+1 Action<n>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.<n><justify>Prizes: <u>Bag of Gold</u>, <u>Diadem</u>, <u>Followers</u>, <u>Princess</u>, <u>Trusty Steed</u></justify>",
|
||
"extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ",
|
||
"name": "Tournament and Prizes"
|
||
},
|
||
"Tracker - Pouch": {
|
||
"description": "<left><u>Tracker</u>:</left><center>+1 Coin</center><center>Receive a Boon.</center><line><center>While this is in play, when you gain a card, you may put that card onto your deck.</center><left><i>Heirloom: Pouch</i></left><left><u>Pouch</u>:</left><center>1 <*COIN*></center><n><n>+1 Buy",
|
||
"extra": "<u>Tracker</u>: 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. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
|
||
"name": "Tracker / Pouch"
|
||
},
|
||
"Treasurer - Key": {
|
||
"description": "<left><u>Treasurer</u>:</left><n>+3 Coin<br><n>Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.<n><left><u>Key</u>:</left><n>At the start of your turn, +1 Coin.",
|
||
"extra": "The Key does not help you the turn you take it; it gives +1 Coin at the start of your turn, which has already happened. When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.<n><n>Key is an Artifact. Artifacts are effects that apply to one player, that are not tracked by normal cards or Events. They function similarly to States (from Nocturne). Artifacts are not \"cards\"; any text referring to a \"card\" does not apply to Artifacts. There is only one copy of each Artifact; when a player takes an Artifact, the Artifact card is placed in front of them until another player takes it.",
|
||
"name": "Treasurer / Key"
|
||
},
|
||
"Urchin - Mercenary": {
|
||
"description": "<left><u>Urchin</u>:</left><center>+1 Card<br>+1 Action</center><center>Each other player discards down to 4 cards in hand.</center><line><center>When you play another Attack card with this in play, you may trash this.</center><center>If you do, gain a Mercenary from the Mercenary pile.</center><left><u>Mercenary</u>:</left><center>You may trash 2 cards from your hand.</center><center>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.</center><center><i>(This is not in the Supply.)</i></center>",
|
||
"extra": "<u>Urchin</u>: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.<n><u>Mercenary</u>: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.",
|
||
"name": "Urchin / Mercenary"
|
||
},
|
||
"Vampire - Bat": {
|
||
"description": "<left><u>Vampire</u>:</left><center>Each other player receives the next Hex.</center><center>Gain a card costing up to 5 Coin other than a Vampire.</center><center>Exchange this for a Bat.</center><left><u>Bat</u>:</left><center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.</center><left><i>(This is not in the Supply.)</i></left>",
|
||
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
|
||
"name": "Vampire / Bat"
|
||
},
|
||
"adventures events": {
|
||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||
"name": "Events - Adventures"
|
||
},
|
||
"empires events": {
|
||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||
"name": "Events - Empires"
|
||
},
|
||
"empires landmarks": {
|
||
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
|
||
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
|
||
"name": "Landmarks - Empires"
|
||
},
|
||
"menagerie events": {
|
||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||
"name": "Events - Menagerie"
|
||
},
|
||
"menagerie ways": {
|
||
"description": "<justify>Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.</justify><n><justify>Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Ways are not considered \"cards\" at all; any text referring to a \"card\" (such as instructions to \"name a card\") does not apply to Ways. However, for reference, Ways' effects are printed on cards in a landscape orientation with light blue frames.</justify>",
|
||
"extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do. Playing an Action card for a Way ability means not doing anything the Action card said to do when played. For example, if you have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is unaffected, it will still happen whenever it says it does. For example, if you play a Highway (from Hinterlands) and use Way of the Sheep, you get +2 Coin, and then while Highway is in play, its ability makes cards cheaper. For tracking, it is helpful to tilt a card that was played using a Way, so that you remember that it did the Way instead of what it says. Some Ways refer to \"this.\" That is the card being used to do the Way ability. For example, Way of the Turtle says \"Set this aside...\" If you play a Market using Way of the Turtle, you will set the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, you can use a Way instead of getting the +1 Card and +1 Action that Enchantress's effect would give you. When an Action card can be played at an unusual time, like Sheepdog, it can still be used as a Way. If you play an Action card multiple times, with a card like Mastermind, you can choose for each play whether you want it to use a Way or not. If the card you are playing is a Duration card, it only stays in play if at least one of its plays was for its own abilities. If it does stay in play, you will have to remember for your next turn how many times you actually played the Duration card for its abilities. The choice to use a Way or not happens after \"first\" abilities on cards like Moat and Kiln. The Adventures tokens from Adventures still apply when playing a card using a Way. Any number of Ways may be used in a game of Dominion, though it is recommended to not use more than one Way, and not more than two total Ways, Events, Landmarks, and Projects.",
|
||
"name": "Ways - Menagerie"
|
||
},
|
||
"nocturne boons": {
|
||
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
|
||
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
|
||
"name": "Boons"
|
||
},
|
||
"nocturne hexes": {
|
||
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
|
||
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
|
||
"name": "Hexes"
|
||
},
|
||
"nocturne states": {
|
||
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
|
||
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
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||
"name": "States"
|
||
},
|
||
"promo events": {
|
||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||
"extra": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
|
||
"name": "Events - Promos"
|
||
},
|
||
"renaissance projects": {
|
||
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
|
||
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Projects"
|
||
},
|
||
"events": {
|
||
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.</justify>",
|
||
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
|
||
"name": "Events - All"
|
||
},
|
||
"landmarks": {
|
||
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
|
||
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
|
||
"name": "Landmarks - All"
|
||
},
|
||
"projects": {
|
||
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
|
||
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
|
||
"name": "Projects - All"
|
||
}
|
||
}
|