dominiontabs/card_db/en_us/dominion_card_extras.txt
2015-04-27 13:17:13 -07:00

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