dominiontabs/domdiv/card_db/fr/cards_fr.json
2018-02-19 14:14:48 -08:00

2740 lines
361 KiB
JSON
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"Alms": {
"description": "<b>Une fois par tour</b> : si vous n'avez aucune carte <i>Trésor</i> en jeu, recevez une carte coûtant jusqu'à 4 Coins.",
"extra": "Vous ne pouvez acheter cet événement qu'une fois par tour. Quand vous le faites, si vous n'avez pas de trésors en jeu, vous recevez une carte coûtant jusqu'à 4 Coins. La carte reçue provient de la Réserve et est mise dans votre défausse.",
"name": "Aumône"
},
"Amulet": {
"description": "Maintenant et au début de votre prochain tour, choisissez : +1 Coin <b>OU</b> écartez une carte de votre main <b>OU</b> recevez une carte Argent.",
"extra": "Vous optez pour l'un des choix quand vous jouez cette carte, et à nouveau au début de votre prochain tour; les choix peuvent être identiques ou différents.",
"name": "Amulette"
},
"Artificer": {
"description": "+1 Carte<br>+1 Action<br>+1 Coin<n>Défaussez autant de cartes que vous voulez. Vous pouvez recevoir une carte coûtant exactement 1 Coin par carte défaussée et la placer sur le dessus de votre deck.",
"extra": "D'abord vous obtenez +1 Carte, +1 Action et +1 Coin. Ensuite, vous défaussez n'importe quel nombre de cartes. Vous pouvez choisir de ne pas défausser de cartes. Ensuite, vous pouvez recevoir une carte coûtant exactement 1 Coin par carte défaussée. Par exemple si vous avez défaussé deux cartes; vous pouvez recevoir une carte coûtant 2 Coins; si vous ne défaussez aucune carte, vous pouvez recevoir une carte qui coûte 0 Coin. La carte reçue provient de la Réserve et est placée au dessus de votre deck. Vous pouvez choisir de ne pas recevoir de carte, même si vous défaussez des cartes.",
"name": "Maître-artisan"
},
"Ball": {
"description": "Prenez devant vous votre jeton \"-1 Coin\" (-1 sur votre prochain gain de pièces). Recevez 2 cartes coûtant jusqu'à 4 Coins.",
"extra": "Lorsque vous achetez cet évènement, vous prenez votre jeton \"-1 Coin\", ce qui vous fera obtenir 1 Coin de moins la prochaine fois que vous obtenez des _ Coins. Ensuite, vous recevez 2 cartes, chacune coûtant jusqu'à 4 Coins. Il peut s'agir de 2 copies de la même carte, ou de 2 cartes différentes.",
"name": "Bal"
},
"Bonfire": {
"description": "Écartez jusqu'à 2 cartes de votre zone de jeu.",
"extra": "Cet événement ne peut écarter que les cartes que vous avez en jeu, pas celles de votre main. Vous pouvez écarter zéro, une ou deux cartes. Si vous écartez des Trésors, cela ne supprime pas les _ Coins que vous avez gagnées en jouant ces Trésors ce tour-ci. Par exemple, avec 5 Cuivres en jeu et deux Achats, vous pourriez payer 3 Coins pour un Feu de Joie et détruire deux des Cuivres, puis dépenser les 2 Coins restantes pour un Paysan.",
"name": "Feu de joie"
},
"Borrow": {
"description": "<b>Une fois par tour : +1 Achat.</b>Si vous n'avez pas le jeton \"-1 Carte\", placez-le sur votre deck et +1 Coin.",
"extra": "Vous ne pouvez acheter cet événement qu'une fois par tour. Lorsque vous le faites, si votre jeton \"-1 Carte\" n'est pas sur votre deck, vous l'y placez et recevez +1 Coin. Le jeton \"-1 Carte\" vous fera tirer une carte de moins la prochaine fois que vous piochez des cartes; voir la section Jetons.",
"name": "Emprunt"
},
"Bridge Troll": {
"description": "Vos adversaires placent leur jeton \"-1 Coin\" sur leur deck. Maintenant et au début de votre prochain tour : +1 Achat<line>Tant que cette carte est en jeu, les cartes coûtent 1 Coin de moins pendant vos tours, mais jamais moins que 0 Coin.",
"extra": "Cette carte force chaque autre joueur à prendre son jeton -1 Coin, qui leur fera perdre 1 Coin la prochaine fois qu'ils gagneront des _ Coins; voir la section Jetons. Elle vous donne également +1 Achat, pour le tour où vous la jouez et pour votre prochain tour. Tant que le Pont aux Trolls est en jeu, pendant vos tours uniquement, les cartes coûtent 1 Coin de moins, mais jamais moins de 0 Coin. Cela s'applique à toutes les cartes, partout, y compris les cartes dans la Réserve, les cartes en main, et les cartes dans les decks. Par exemple, si vous avez Pont aux Trolls en jeu et que vous jouez Démolition, écartant un Domaine, ce Domaine ne coûtera que 1 Coin, donc vous ne consulterez qu'une seule carte au lieu de deux. Ceci est cumulatif. Si vous avez deux Ponts aux Trolls en jeu depuis le dernier tour et que vous jouez un autre Pont aux Trolls ce tour-ci, toutes les cartes coûteront 3 Coins de moins pendant ce tour (jusqu'à un minimum de 0 Coins).",
"name": "Pont aux Trolls"
},
"Caravan Guard": {
"description": "+1 Carte<br>+1 Action<n>À votre prochain tour, +1 Coin<line>Lorsqu'un adversaire joue un carte <i>Attaque</i>, vous pouvez jouer cette carte de votre main. (<i>+1 Action n'a pas d'effet en dehors de votre tour.</i>)",
"extra": "Cette carte vous donne +1 Carte et +1 Action quand vous la jouez, puis + 1 Coin au début de votre prochain tour. Cette carte a une capacité de réaction qui vous permet de la jouer quand un autre joueur joue une carte Attaque. Jouer cette carte pendant le tour d'un autre joueur est similaire à la jouer pendant votre propre tour - vous mettez Escorte en jeu, obtenez +1 Carte et +1 Action et vous recevrez + 1 Coin au début de votre prochain tour - le tour suivant que vous jouez. Cependant, obtenir +1 Action pendant le tour de quelqu'un d'autre ne vous affecte pas; cela ne vous permet pas de jouer d'autres cartes Action pendant le tour de ce joueur. De même, si un jeton vous donne + 1 Coin ou +1 Achat pendant le tour d'un autre joueur, cela ne vous permet pas d'acheter des cartes pendant le tour de ce joueur (bien que +1 Coin peut annuler le jeton fourni par Pont aux Trolls). Le +1 Action (ou les autres + potentiels) ne se poursuivent pas non plus jusqu'à votre prochain tour. Après avoir réagi avec une Escorte, vous pouvez en utiliser une autre, même celle que vous venez de piocher, et vous pouvez également utiliser d'autres Réactions, même celles que vous venez de piocher; vous continuez jusqu'à ce que vous n'ayez plus de Réactions avec lesquelles vous souhaitez répondre à l'Attaque.",
"name": "Escorte"
},
"Champion": {
"description": "+1 Action<n>Pour le reste de la partie, lorsqu'un adversaire joue une carte <i>Attaque</i>, elle n'a pas d'effet sur vous, et quand vous jouez une carte <i>Action</i> : +1 Action.<n><i>(Cette carte reste en jeu, cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Championne reste en jeu pour le restant de la partie une fois jouée. Pour le restant de la partie, elle vous fournit +1 Action à chaque fois que vous jouez une Action, ce qui signifie que vous serez toujours capable de jouer toutes vos Actions; et elle vous protège de toutes les Attaques jouées (que vous le vouliez ou non). Championne ne vous protège que des attaques jouées après coup; par exemple, elle n'empêche pas une Sorcière des Marais précédemment jouée de vous donner des Malédictions ce tour-ci.",
"name": "Championne"
},
"Coin of the Realm": {
"description": "1 <*COIN*><n>Lorsque vous jouez cette carte, placez-là dans votre <i>Taverne</i>.<line>Après avoir résolu une <i>Action</i>, vous pouvez recourir à la <i>Monnaie Royale</i> pour +2 Actions.",
"extra": "Monnaie Royale est un trésor valant 1 Coin. Vous la jouez dans votre phase Achat, comme les autres Trésors. Quand vous la jouez, elle passe sur votre plateau Taverne. Elle produit 1 Coin ce tour-ci mais n'est plus en jeu. Elle reste sur le plateau jusqu'à ce que vous y recouriez. Vous pouvez y recourir après avoir joué une carte Action, pour gagner +2 Actions (ce qui vous permettra de jouer d'autres cartes Action). Vous déplacez la Monnaie Royale dans votre zone de jeu quand vous y recourez, mais cela ne vous donne pas 1 Coin ce tour-ci, seulement +2 Actions. Elle est défaussé en fin de tour avec vos autres cartes en jeu.",
"name": "Monnaie Royale"
},
"Disciple": {
"description": "Vous pouvez jouer une carte <i>Action</i> de votre main deux fois. Recevez un exemplaire de cette carte.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Maître</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Jouer une carte Action de votre main est facultatif. Si vous en jouez une, vous la jouez deux fois, puis en recevez une copie si possible; recevoir la copie n'est pas optionnel une fois que vous avez joué la carte deux fois. La copie provient de la Réserve et est mise dans votre défausse; si l'Action est une carte qui ne fait pas partie de la Réserve, telle que Fugitif, vous pouvez la jouer deux fois, mais vous n'en recevez pas de copie. Ceci n'utilise aucune Action supplémentaire que vous avez été autorisé à jouer grâce à des cartes comme Port - le Disciple utilise lui-même une Action, et c'est tout. Vous ne pouvez pas jouer d'autres cartes entre la résolution de la carte jouée plusieurs fois, à moins que cette carte Action vous le demande spécifiquement (comme Disciple le fait lui-même). Si vous utilisez Disciple sur une carte qui vous donne +1 Action, comme Maître-artisan, vous finirez avec 2 actions à utiliser par après, au lieu d'une si vous aviez joué deux Maîtres-artisans. Si vous utilisez Disciple sur une carte Durée, Disciple restera en jeu jusqu'à ce que la carte Durée soit défaussée.",
"name": "Disciple"
},
"Distant Lands": {
"description": "Placez cette carte dans votre <i>Taverne</i>.<line>Vaut 4 <VP> si cette carte est dans votre <i>Taverne</i> à la fin de la partie (sinon, vaut 0 <VP>).",
"extra": "Ceci est une carte victoire. Utilisez-en 8 pour les parties avec 2 joueurs, ou 12 pour les parties avec 3 joueurs ou plus. Cette carte est également une carte Action; quand vous la jouez, vous la mettez sur votre plateau Taverne. Elle y restera jusqu'à la fin de la partie; il n'y a aucun moyen d'y recourir. A la fin de la partie, Terres Lointaines vaut 4 <VP> si elle est sur votre plateau, ou 0 <VP> si elle ne l'est pas. Dans les deux cas, elle compte comme faisant partie de votre deck (par exemple, elle contribue au nombre de <VP> remportés par Jardin).",
"name": "Terres lointaines"
},
"Dungeon": {
"description": "+1 Action<n>Maintenant et au début de votre prochain tour : +2 Cartes, puis défaussez 2 cartes.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Action, piochez 2 cartes et défaussez 2 cartes; puis, au début de votre prochain tour, vous piochez 2 cartes et défaussez 2 cartes.",
"name": "Donjon"
},
"Duplicate": {
"description": "Placez cette carte dans votre <i>Taverne</i>.<line>Lorsque vous recevez une carte coûtant jusqu'à 6 Coins, vous pouvez recourir à cette <i>Copie</i> pour recevoir un autre exemplaire de la carte reçue.",
"extra": "Lorsque vous jouez cette carte, vous la placez sur votre plateau Taverne. Elle y reste jusqu'à ce que vous y recouriez. Vous pouvez y recourir lorsque vous recevez une carte coûtant jusqu'à 6 Coins, et recevoir un autre exemplaire de cette carte. La carte reçue provient de la Réserve et est mise dans votre défausse; Copie ne peut pas obtenir des cartes qui ne se trouvent pas dans la Réserve, telles que Maître. Vous pouvez recourir à Copie pendant les tours des autres joueurs quand vous recevez des cartes; par exemple, un autre joueur pourrait acheter Courrier et choisir de faire en sorte que chaque joueur reçoive un Domaine, et vous pourriez copier ce Domaine. Vous pouvez recourir à plusieurs Copies pour obtenir plusieurs nouveaux exemplaires de la même carte. Copie est défaussée pendant la phase Ajustement du tour auquel vous y avez recouru, que ce soit votre tour ou non.",
"name": "Copie"
},
"Expedition": {
"description": "Lors de la phase d'Ajustement, piochez 2 cartes de plus pour former votre nouvelle main.",
"extra": "Cet événement augmente le nombre de cartes que vous piochez dans la phase Ajustement du même tour. Il est cumulatif. Normalement, vous piochez 5 cartes; après une Expédition, vous en piochez 7, après deux Expéditions, vous en piochez 9, et ainsi de suite. Cela ne s'applique que pour le tour où vous l'achetez. Si vous avez joué l'Avant-poste (de Rivages), qui vous donne normalement un tour supplémentaire avec seulement 3 cartes, et avez également acheté une Expédition, vous ajoutez les 2 cartes supplémentaires aux 3 cartes de base, ce qui donne 5 cartes au total.",
"name": "Expédition"
},
"Ferry": {
"description": "Placez votre jeton \"-2 Coins\" sur une pile de cartes <i>Action</i> de la réserve (désormais, pendant vos tours les cartes de cette pile coûtent 2 Coins de moins, mais jamais moins que 0 Coins).",
"extra": "Lorsque vous achetez cet événement, vous déplacez votre jeton \"-2 Coins\" dans n'importe quelle pile de cartes Action de la réserve. Ce jeton fait que les cartes de cette pile coûtent 2 Coins de moins, mais jamais moins de 0 Coins, lors de vos tours; voir la section Jetons.",
"name": "Bac"
},
"Fugitive": {
"description": "+2 Cartes<br>+1 Action<n>Défaussez une carte.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Disciple</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Lorsque vous jouez cette carte, vous piochez 2 cartes, obtenez +1 Action, puis défaussez une carte de votre main. La carte défaussée ne doit pas nécessairement être l'une des cartes piochées.",
"name": "Fugitif"
},
"Gear": {
"description": "+2 Cartes<n>Mettez de côté jusqu'à 2 cartes de votre main face cachée. Au début de votre prochain tour, prenez-les en main.",
"extra": "Vous pouvez mettre de côté zéro, une ou deux cartes de votre main. Mettez-les face cachée sous Équipement; vous pouvez les consulter. Ce ne sont pas forcément les cartes que vous avez piochées avec Équipement. Si vous mettez de côté zéro cartes, Équipement sera défaussée au tour où vous l'avez jouée; si vous mettez de côté une ou deux cartes, vous les mettez dans votre main au début de votre prochain tour, et Équipement est défaussée à la fin de ce tour.",
"name": "Équipement"
},
"Giant": {
"description": "Retournez votre jeton \"Voyage\" (face visible en début de partie). S'il se retrouve face cachée, +1 Coin. S'il se retrouve face visible, +5 Coins, et tous vos adversaires dévoilent la première carte de leur deck, l'écartent si elle coûte de 3 Coins à 6 Coins, sinon la défaussent et reçoivent une carte <i>Malédiction</i>.",
"extra": "Au début de la partie, placez votre jeton Voyage (celui avec la botte) face visible. Lorsque vous jouez cette carte, vous retournez le jeton Voyage. Ensuite, si il se retrouve face cachée, vous obtenez +1 Coin et rien d'autre ne se passe. S'il se retrouve face visible, vous obtenez +5 Coins et la partie Attaque se déclenche. L'Attaque se résout dans l'ordre du tour, en commençant par le joueur à votre gauche. Le joueur dévoile la carte du dessus de son deck, et l'écarte si elle coûte de 3 Coins à 6 Coins, ou autrement la défausse et gagne une Malédiction. Les cartes avec Potion dans le coût (d'Alchimie) ne coûtent pas de 3 Coins à 6 Coins. Les cartes avec un astérisque ou + dans le coût qui coûtent de 3 Coins à 6 Coins (comme Maître, ou Chef-d'œuvre de Guildes) sont écartées. Les joueurs peuvent répondre à Géant avec des Réactions qui répondent aux Attaques (comme Escorte) même si Géant ne produit que +1 Coin.",
"name": "Géant"
},
"Guide": {
"description": "+1 Carte<br>+1 Action<n>Placez cette carte dans votre <i>Taverne</i>.<line>Au début de votre tour, vous pouvez recourir à ce <i>Guide</i> pour défausser votre main et piocher 5 nouvelles cartes.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Carte et +1 Action, et la placez sur votre plateau Taverne. Elle reste sur votre plateau jusqu'à ce que vous y recouriez au début d'un de vos tours. Si plusieurs choses peuvent arriver au début de votre tour, vous pouvez les résoudre dans n'importe quel ordre. Lorsque vous recourez à Guide, elle passe du plateau à votre zone de jeu, et vous vous défaussez de votre main, puis piochez 5 cartes. Vous la défaussez ce tour là, avec vos autres cartes en jeu.",
"name": "Guide"
},
"Haunted Woods": {
"description": "Jusqu'à votre prochain tour, quand un adversaire achète une carte, il place sa main restante sur le dessus de son deck dans l'ordre de son choix.<n>Au début de votre prochain tour :<n>+3 Cartes",
"extra": "Vous piocherez 3 cartes au début de votre prochain tour; et jusque-là, les autres joueurs mettront le reste de leur main sur leur deck à chaque fois qu'ils achèteront une carte. Un joueur peut n'avoir aucune carte en main lors de l'achat d'une carte; typiquement les cartes laissées en main incluront les cartes Victoire, les Malédictions et les actions non jouées. Un joueur peut intentionnellement éviter de jouer des Trésors et Actions afin de profiter de devoir mettre sa main sur son deck. Les joueurs qui n'achètent pas de cartes peuvent défausser leur main normalement. Acheter un Événement ne constitue pas un achat de carte et ne déclenche donc pas cet effet. Si vous jouez Bois Hantés et que vous effectuez immédiatement un tour supplémentaire, comme avec Mission ou Avant-poste (de Rivages), vous piocherez les 3 cartes au début de ce tour et défausserez Bois Hantés à la fin de ce tour, les autres joueurs ne seront donc jamais affectés. Si vous voulez utiliser une carte Réaction comme Douves contre Bois Hantés, vous devez le faire dès que Bois Hantés est jouée.",
"name": "Bois hantés"
},
"Hero": {
"description": "+2 Coins<n>Recevez une carte Trésor.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Championne</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Le Trésor provient de la Réserve et est placé dans votre défausse. Il peut s'agir de n'importe quel Trésor utilisé dans cette partie.",
"name": "Héroïne"
},
"Hireling": {
"description": "Au début de chachun de vos tours (et pour le reste de la partie) :<n>+1 Carte<n><i>(Une fois jouée, cette carte reste définitivement en jeu.)</i>",
"extra": "Après avoir joué cette carte, vous piochez une carte supplémentaire au début de chacun de vos tours pour le restant de la partie. Recrue reste en jeu pour le restant de la partie afin de suivre cela. Si vous utilisez un Disciple (ou une carte similaire, comme la Salle du Trône) pour jouer Recrue deux fois, vous piochez deux cartes supplémentaires à chaque tour, et Disciple restera également en jeu pour le restant de la partie.",
"name": "Recrue"
},
"Inheritance": {
"description": "<b>Une fois par partie : </b>mettez de côté une carte <i>Action</i> (mais pas <i>Victoire</i>) de la réserve coûtant jusqu'à 4 Coins; placez votre jeton <i>Domaine</i> dessus (désormais, tous vos <i>Domaines</i> ont les pouvoirs et les types de la carte choisie).",
"extra": "Vous ne pouvez acheter cet événement qu'une fois par partie. Lorsque vous le faites, mettez de côté une carte Action non-Victoire de la Réserve qui coûte jusqu'à 4 Coins, et mettez-y votre jeton Héritage (celui représentant une maison). Vous ne recevez pas cette carte, et cela ne compte pas pour les cartes en lien avec le fait de recevoir des cartes, comme la Chasseuse de Trésors; toutefois, à la fin de la partie, incluez cette carte dans votre deck lorsque vous comptez les points. Pour le reste de la partie, tous vos Domaines ont les capacités et les types de la carte mise de côté. Par exemple, si vous mettez de côté un Port, vos Domaines sont des cartes d'Action - Victoire, qui peuvent être jouées pour +1 Carte et +2 Actions. Cela change également les Domaines que vous achetez ou recevez pendant le jeu; si vous utilisiez Héritage sur un Port et que vous achetez ensuite un Domaine, ce Domaine serait accompagné d'un Port, tout comme l'achat d'un Port vous rapporte un Port. Cela n'affecte que vos propres Domaines et non les Domaines des autres joueurs. Un Domaine est le vôtre soit s'il a commencé la partie dans votre deck, soit si vous l'avez reçu ou acheté, soit si on vous l'a passé avec Mascarade (d'Intrigue). Un Domaine cesse d'être le vôtre si vous l'écartez, le retournez dans la Réserve, le passez avec Mascarade, ou si on vous empêche de le recevoir avec Possession (d'Alchimie) ou Troqueuse (de l'Arrière-Pays). Il n'y a pas de limite à la carte mise de côté, autre que d'être une Action non-Victoire de la Réserve coûtant jusqu'à 4 Coins; il peut s'agir d'une carte Durée, d'une carte Réaction, etc. Elle ne doit pas continuer à coûter jusqu'à 4 Coins, elle doit seulement coûter jusqu'à 4 Coins lorsqu'elle est mise de côté. Vos Domaines valent encore 1 point de victoire lors du comptage à la fin de la partie. Vos Domaines copient seulement les pouvoirs et les types; ils ne copient pas le coût, le nom ou la pile d'où ils proviennent (ils ne déclenchent donc pas les jetons comme +1 Action sur la pile copiée, et ne sont pas le Fléau de la Jeune Sorcière d'Abondance même si la pile copiée est le Fléau). Les Domaines de départ proviennent de la pile Domaine.",
"name": "Héritage"
},
"Lost Arts": {
"description": "Placez votre jeton \"+1 Action\" sur une pile de cartes <i>Action</i> de la réserve (désormais, dès que vous jouez une carte de cette pile : +1 Action).",
"extra": "Lorsque vous achetez cet événement, vous déplacez votre jeton \"+1 Action\" vers une pile de cartes Action de la réserve. Ce jeton vous donne +1 Action à chaque fois que vous jouez une carte de cette pile; voir la section Jetons.",
"name": "Arts anciens"
},
"Lost City": {
"description": "+2 Cartes<br>+2 Actions<line>Quand vous recevez cette carte, chaque adversaire pioche une carte.",
"extra": "Quand vous recevez ceci, chaque autre joueur pioche une carte. Cela s'applique que vous l'ayez achetée ou reçue d'une autre manière.",
"name": "Cité perdue"
},
"Magpie": {
"description": "+1 Carte<br>+1 Action<n>Dévoilez la première carte de votre deck. Si c'est une carte <i>Trésor</i>, prenez-là en main. Si c'est une carte <i>Action</i> ou une carte <i>Victoire</i>, recevez une <i>Pie voleuse</i>.",
"extra": "Si la carte du dessus de votre deck est un Trésor, elle passe dans votre main. Si la carte n'est pas un Trésor, laissez-la sur le dessus de votre deck. Si la carte est une carte Action ou une carte Victoire, vous gagnez une Pie Voleuse; une fois que la pile Pie Voleuse est vide, révéler une carte Action ou Victoire ne vous rapportera rien. Si vous révélez un Harem (d'Intrigue), vous le mettez dans votre main et gagnez une Pie Voleuse, puisque c'est à la fois un Trésor et une carte Victoire.",
"name": "Pie voleuse"
},
"Messenger": {
"description": "+1 Achat<br>+2 Coins<n>Vous pouvez placer votre deck dans votre défausse.<line>Si cette carte est votre premier achat du tour, recevez une carte coûtant jusqu'à 4 Coins, chaque adversaire en reçoit également un exemplaire.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Achat, + 2 Coins, et vous pouvez éventuellement mettre votre deck dans votre défausse. Cela ne revient pas à défausser les cartes, et ne déclenche pas la réaction de Tunnel (de l'Arrière-Pays). Quand vous achetez Courrier, si c'est le premier achat que vous avez ayez effectué ce tour (carte ou événement), vous recevez une carte coûtant jusqu'à 4 Coins de la Réserve, en la mettant dans votre défausse, puis chaque autre joueur à tour de rôle reçoit une copie de cette carte. Si la Réserve ne contient plus de copie de la carte, les autres joueurs ne reçoivent rien.",
"name": "Courrier"
},
"Miser": {
"description": "Choisissez : placez une carte <i>Cuivre</i> de votre main dans votre <i>Taverne</i>; <b>OU</b> +1 Coin par carte <i>Cuivre</i> dans votre <i>Taverne</i>.",
"extra": "Vous pouvez choisir de mettre un Cuivre de votre main sur votre plateau même si vous n'avez pas de Cuivre en main; rien ne se passera. Vous pouvez également choisir d'obtenir + 1 Coin par Cuivre sur votre plateau s'il n'y a pas de Cuivre sur votre plateau; rien ne se passera. Mettre un Cuivre de votre main sur votre plateau ne l'écarte pas; les Cuivres sur votre plateau ne sont pas en jeu, mais comptent dans le cadre de votre deck lorsque vous comptez les points en fin de partie.",
"name": "Miséreux"
},
"Mission": {
"description": "<b>Une fois par tour et si le tour précédent n'était pas déjà le vôtre :</b> jouez un tour supplémentaire pendant lequel vous ne pourrez pas acheter de cartes.",
"extra": "Vous ne pouvez acheter cet événement qu'une fois par tour. Lorsque vous le faites, si le tour précédent n'était pas le vôtre - donc si le tour précédent était celui d'un autre joueur - vous jouez un autre tour une fois le tour actuel terminé. Le tour supplémentaire est complètement normal, sauf que vous ne pouvez pas acheter de cartes pendant le tour. Vous pouvez toujours acheter des événements, jouer des cartes et recevoir des cartes autrement qu'en les achetant (comme recevoir un Argent avec Amulette) et échanger des cartes Itinérantes. Acheter Mission durant un tour accordé par Mission ne vous donnera pas un autre tour, car le tour précédent était à vous.",
"name": "Mission"
},
"Page": {
"description": "+1 Carte<br>+1 Action<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Chasseuse de Trésors</i>.",
"extra": "Voir la section sur les cartes Itinérantes. Lorsque vous jouez Page, vous obtenez +1 Carte et +1 Action. Lorsque vous la défaussez de votre zone de jeu, vous pouvez la replacer dans sa pile et prendre une Chasseuse de Trésors, en la mettant dans votre défausse.",
"name": "Page"
},
"Pathfinding": {
"description": "Placez votre jeton \"+1 Carte\" sur une pile de cartes <i>Action</i> de la Réserve (désormais, dès que vous jouez une carte de cette pile : +1 Carte).",
"extra": "Lorsque vous achetez cet événement, vous déplacez votre jeton +1 Carte vers une pile de cartes Action de la Réserve. Ce jeton vous donne +1 Carte chaque fois que vous jouez une carte de cette pile; voir la section Jetons.",
"name": "Reconnaissance"
},
"Peasant": {
"description": "+1 Achat<br>+1 Coin<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Soldat</i>.",
"extra": "Voir la section sur les Itinérants. Lorsque vous jouez Paysan, vous obtenez +1 Achat et +1 Coin. Quand vous le défaussez de votre zone de jeu, vous pouvez le remettre dans sa pile et prendre un Soldat, en le mettant dans votre défausse.",
"name": "Paysan"
},
"Pilgrimage": {
"description": "<b>Une fois par tour : </b>retournez votre jeton \"Voyage\" (face visible en début de partie); si ce jeton se retrouve face visible, choisissez jusqu'à 3 cartes de votre zone de jeu avec des noms différents et recevez un exemplaire de chacune.",
"extra": "Au début de la partie, placez votre jeton Voyage (celui avec la botte) face visible. Vous ne pouvez acheter cet événement qu'une fois par tour. Quand vous le faites, retournez votre jeton Voyage. Si il se retrouve face cachée, rien ne se passe. Si il se retrouve face visible, choisissez jusqu'à 3 cartes avec des noms différents que vous avez en jeu et recevez une copie de chacune d'entre elles. Les copies que vous recevez proviennent de la Réserve et sont mises dans votre défausse. Donc, à chaque fois que vous achetez Pèlerinage, vous recevrez jusqu'à 3 cartes. Peu importe ce qui a retourné le jeton Voyage; vous pouvez le retourner face cachée avec Forestier, puis face visible avec Pèlerinage.",
"name": "Pèlerinage"
},
"Plan": {
"description": "Placez votre jeton \"Écart\" sur une pile de cartes <i>Action</i> de la réserve (désormais, dès que vous achetez une carte de cette pile, vous pouvez écarter une carte de votre main).",
"extra": "Lorsque vous achetez cet événement, vous placez votre jeton Écart (celui représentant une pierre tombale) dans n'importe quelle pile de cartes Action de la Réserve. Ce jeton vous permettra d'écarter une carte de votre main lors de l'achat d'une carte de cette pile; voir la section Jetons.",
"name": "Plan de Bataille"
},
"Port": {
"description": "+1 Carte<br>+2 Actions<line>Lorsque vous achetez cette carte, recevez une autre carte <i>Ville portuaire</i>.",
"extra": "Lorsque vous achetez une Ville Portuaire, vous recevez une autre Ville Portuaire. Si vous recevez une Ville Portuaire d'une autre manière, vous n'obtenez pas de Ville Portuaire supplémentaire. Il y a 12 Villes Portuaires dans la pile; utilisez les toutes les 12.",
"name": "Ville portuaire"
},
"Quest": {
"description": "Vous pouvez défausser une carte <i>Attaque</i>, deux cartes <i>Malédictions</i> ou six cartes quelconques. Dans ce cas, recevez une carte <i>Or</i>.",
"extra": "Vous pouvez soit défausser une carte Attaque pour recevoir un Or, soit défausser deux Malédictions pour recevoir un Or, soit défausser 6 cartes pour recevoir un Or. L'Or gagné est mis dans votre défausse. Vous pouvez choisir de défausser 6 cartes même si vous n'avez pas assez de cartes en main; vous défausserez tout et ne recevrez pas d'Or. Vous pouvez choisir de défausser deux Malédictions même si vous n'en avez qu'une; vous défausserez cette Malédiction et ne recevrez pas d'Or.",
"name": "Quête"
},
"Raid": {
"description": "Recevez une carte <i>Argent</i> par <i>Argent</i> dans votre zone de jeu. Tous vos adversaires placent leur jeton \"-1 Carte\" sur leur deck.",
"extra": "Cet événement ressemble à une Attaque, mais l'acheter n'est pas une Attaque, et on ne peut donc pas y répondre avec des cartes comme Douves ou Escorte. Lorsque vous achetez cet évènement, vous gagnez un Argent pour chaque Argent que vous avez en jeu; par exemple, avec quatre Argents en jeu, vous gagnerez quatre Argents. Les Argents vont dans votre défausse; s'il n'y en a pas assez, prenez ce qui reste. Ensuite, chaque autre joueur met son jeton \"-1 Carte\" sur son deck, ce qui obligera ces joueurs à tirer une carte de moins la prochaine fois qu'ils piocheront des cartes; voir la section Jetons.",
"name": "Raid"
},
"Ranger": {
"description": "+1 Achat<n>Retournez votre jeton \"Voyage\" (face visible en début de partie). S'il se retrouve face visible, +5 Cartes.",
"extra": "Au début de la partie, placez votre jeton Voyage (celui avec la botte) face visible. Lorsque vous jouez cette carte, vous obtenez +1 Achat, et retournez le jeton. Ensuite, si il se retrouve face cachée, rien ne se passe. Si il se retrouve face visible, vous piochez 5 cartes. Donc, toutes les deux fois où vous jouez un Forestier, vous piochez 5 cartes. Peu importe ce qui a retourné le jeton Voyage; vous pouvez le retourner face cachée avec Géant, puis face visible avec Forestier.",
"name": "Forestier"
},
"Ratcatcher": {
"description": "+1 Carte<br>+1 Action<n>Placez cette carte dans votre <i>Taverne</i>.<line>Au début de votre tour, vous pouvez recourir à ce <i>Chasseur de Rats</i> pour écarter une carte de votre main.",
"extra": "Quand vous jouez cette carte, vous obtenez +1 Carte et +1 Action, et la placez sur votre plateau Taverne. Elle y reste jusqu'à ce que vous ayez recours à elle au début d'un de vos tours. Si plusieurs choses peuvent arriver au début de votre tour, vous pouvez les faire dans n'importe quel ordre. Lorsque vous avez recours au Chasseur de Rats, vous le déplacez du plateau Taverne vers votre zone de jeu, et vous écartez une carte de votre main. Chasseur de Rats est défaussé pendant la phase d'ajustement de ce tour, avec vos autres cartes en jeu.",
"name": "Chasseur de rats"
},
"Raze": {
"description": "+1 Action<n>Écartez soit cette carte, soit une autre carte de votre main. Consultez un nombre de cartes du dessus de votre deck égal au coût en _ Coins de la carte écartée. Conservez-en une en main et défaussez les autres.",
"extra": "Si vous écartez une carte coûtant 0 Coins avec Démolition, vous n'obtenez aucune carte. Si vous écartez une carte coûtant 1 Coin ou plus, vous consultez un nombre de cartes du dessus de votre deck égal au coût en _ Coins de la carte écartée, en prenez une dans votre main, et défaussez le reste. Par exemple, si vous écartez un Domaine, vous consultez les deux premières cartes de votre deck, en mettez une dans votre main, et en défaussez une autre. Vous pouvez écarter la carte Démolition elle-même; normalement elle coûte 2 Coins, vous regardez donc deux cartes. Les coûts peuvent néanmoins être affectés par des cartes comme Pont aux Trolls. Démolition n'est pas affectée par le jeton -1 Carte; si il se trouve sur votre deck, replacez-le après avoir résolu Démolition.",
"name": "Démolition"
},
"Relic": {
"description": "2 <*COIN*><n>Lorque vous jouez cette carte, chaque adversaire place son jeton \"-1 Carte\" sur son deck.",
"extra": "Cette carte est un Trésor valant 2 Coins. Vous la jouez pendant votre phase Achat, comme les autres Trésors. Quand vous la jouez, chaque autre joueur doit également placer son jeton \"-1 Carte\" sur son deck, ce qui obligera ces joueurs à tirer une carte de moins la prochaine fois qu'ils piocheront des cartes; voir la section Jetons. Relique est une attaque, bien qu'il ne s'agisse pas d'une Action; elle peut être bloquée avec Douves, on peut y répondre avec Escorte et ainsi de suite. Un joueur qui répond à Relique avec Escorte joue d'abord Escorte, y compris en tirant une carte, puis met son jeton \"-1 Carte\" sur son deck.",
"name": "Relique"
},
"Royal Carriage": {
"description": "+1 Action<n>Placez cette carte dans votre <i>Taverne</i>.<line>Après avoir résolu une carte <i>Action</i>, si elle est encore présente dans votre zone de jeu, vous pouvez recourir à ce <i>Cortège Royal</i> pour rejouer la carte <i>Action</i>.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Action et vous la placez sur votre plateau Taverne. Elle reste sur votre plateau jusqu'à ce que vous y recouriez, directement après la résolution d'une carte Action jouée. Cortège Royal ne peut pas répondre aux actions qui ne sont plus en jeu, comme une carte Taverne qui a été placée sur le plateau Taverne, ou une carte qui s'est écartée (comme une Démolition qui s'est écartée elle-même). Lorsque vous y recourez, Cortège Royal vous permet de rejouer la carte que vous venez de jouer. Vous pouvez recourir à plusieurs Cortèges Royaux pour rejouer plusieurs fois la même action (à condition que l'Action soit toujours en jeu). Vous résolvez complètement l'action avant de décider d'utiliser ou non Cortège Royal. Si vous utilisez Cortège Royal pour rejouer une carte Durée, Cortège Royal restera en jeu jusqu'à ce que la carte Durée soit défaussée du jeu, pour préciser le fait que la carte Durée ait été jouée deux fois.",
"name": "Cortège royal"
},
"Save": {
"description": "<b>Une fois par tour : +1 Achat</b>; mettez de côté une carte de votre main et récupérez-la en fin de tour (après avoir pioché).",
"extra": "Vous ne pouvez acheter cet événement qu'une fois par tour. Lorsque vous le faites, vous obtenez +1 Achat (vous permettant d'acheter un autre événement ou une carte par la suite), mettez de côté une carte de votre main face cachée (les autres joueurs ne peuvent pas la voir), et la mettez dans votre main en fin du tour, après avoir pioché votre main pour le prochain tour. Par exemple, vous pouvez mettre de côté un Cuivre non joué, puis après avoir pioché vos 5 cartes pour le prochain tour, ajouter le Cuivre à votre main.",
"name": "Resserre"
},
"Scouting Party": {
"description": "+1 Achat<n>Consultez les 5 premières cartes de votre deck. Défaussez-en 3 et placez les autres cartes sur le dessus de votre deck dans l'ordre de votre choix.",
"extra": "Lorsque vous achetez cet événement, vous obtenez +1 Achat (vous permettant d'acheter un autre événement ou une carte par la suite). Ensuite, consultez les 5 premières cartes de votre deck, défaussez-en 3 et mettez le reste sur votre deck dans n'importe quel ordre. S'il y a moins de 5 cartes, même après avoir mélangé, vous en défaussez quand même 3; s'il n'y a plus que 3 cartes entre votre deck et votre pile de défausse, les 3 cartes seront défaussées. Pistage n'est pas affecté par le jeton -1 Carte; si il se trouve sur votre deck, replacez-le après avoir résolu Pistage.",
"name": "Pistage"
},
"Seaway": {
"description": "Recevez une carte <i>Action</i> coûtant jusqu'à 4 Coins. Placez le jeton \"+1 Achat\" sur la pile de cette carte <i>Action</i> (désormais, dès que vous jouez une carte de cette pile : +1 Achat).",
"extra": "Lorsque vous achetez cet événement, vous recevez d'abord une carte Action coûtant jusqu'à 4 Coins. La carte Action provient de la Réserve et est placée dans votre défausse. Ensuite, déplacez votre jeton +1 Achat sur la pile d'où provient la carte Action. Le jeton vous donne +1 Achat quand vous jouez une carte de cette pile; voir la section Jetons. Seul compte le coût de la carte au moment où vous l'achetez; peu importe si ce coût change par après. Par exemple, vous pouvez jouer un Pont aux Trolls, puis utiliser Route Maritime pour recevoir un autre Pont aux Trolls (coûtant alors 4 Coins en raison de son propre effet), et le jeton restera sur la pile même si Pont aux Trolls coûte 5 Coins plus tard. Vous pouvez utiliser Route Maritime pour recevoir Sir Martin (de l'Âge des Ténèbres) quand il est au sommet de la pile Chevaliers; votre jeton +1 Achat sera alors sur la pile Chevaliers, même si les Chevaliers restants coûteront 5 Coins. Vous ne pouvez pas utiliser Route Maritime sur une pile vide juste pour déplacer le jeton +1 Achat; vous devez choisir une carte que vous pouvez recevoir.",
"name": "Route Maritime"
},
"Soldier": {
"description": "+2 Coins<br>+1 Coin par autre <i>Attaque</i> que vous avez en jeu. Tous vos adversaires avec 4 cartes ou plus défaussent une carte.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Fugitif</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Cette carte vous donne +2 Coins, puis +1 Coin supplémentaire par carte Attaque que vous avez en jeu. Ensuite, chaque autre joueur avec 4 cartes ou plus en main défausse une carte. Ainsi, si vous jouez Soldat, puis un autre Soldat et avez un adversaire avec 5 cartes en main, vous recevrez +2 Coins et cet adversaire défaussera une carte, puis vous obtiendrez +2 Coins et 1 Coin supplémentaire et votre adversaire défaussera à nouveau. Le Soldat se soucie uniquement des cartes Attaque en jeu, pas des cartes Attaque jouées ce tour-ci; par exemple, utiliser Disciple sur Soldat ne produira pas de +1 Coin supplémentaire, car il n'y a pas d'autre carte Attaque en jeu. Les Attaque de type Durée jouées au tour précédent sont des cartes Attaque en jeu et comptent donc pour Soldat.",
"name": "Soldat"
},
"Storyteller": {
"description": "+1 Action<br>+1 Coin<n>Jouez jusqu'à 3 cartes <i>Trésor</i> de votre main. Dépensez toutes les _ Coins alors présentes devant vous pour obtenir +1 Carte par 1 Coin payée.",
"extra": "Cette carte vous permet de jouer des Trésors pendant votre phase d'action. Ils entrent en jeu et produisent des _ Coins, tout comme les Trésors joués pendant la phase Achat. Ensuite, Conteuse transforme toutes vos _ Coins en + Cartes; pour chaque _ Coin que vous avez, vous perdez la _ Coin et obtenez +1 Carte. Par exemple, si vous avez 4 Coins, vous perdez les 4 Coins et piochez 4 cartes. Cela vous fait perdre toutes les _ Coins que vous avez jouées jusqu'ici pendant ce tour, y compris les pièces que vous avez obtenues en jouant les Trésors, le + 1 Coin qui vous a été donné directement par Conteuse, et tout ce que vous avez fait précédemment pendant ce tour. Vous pouvez noter que les Trésors ont été \"dépensés\" en les mettant sous la Conteuse. Les Potion, produites par la carte d'Alchimie, ne sont pas des _ Coins et ne sont donc pas perdues et ne vous procurent aucune carte.",
"name": "Conteuse"
},
"Swamp Hag": {
"description": "Jusqu'à votre prochain tour, lorsqu'un adversaire achète une carte, il gagne une <i>Malédiction</i>.<n>Au début de votre prochain tour :<n>+3 Coins",
"extra": "Vous gagnerez +3 Coins au début de votre prochain tour; et jusque-là, les autres joueurs gagneront une Malédiction à chaque fois qu'ils achèteront une carte. Les joueurs qui achètent plusieurs cartes gagneront une Malédiction par carte achetée; les joueurs qui n'achètent pas de cartes n'obtiendront pas de malédictions. Ceci est cumulatif. Si vous jouez deux Sorcières des Marais, et que le joueur après vous en joue une, alors le joueur suivant recevra trois Malédictions avec n'importe quelle carte achetée. Cela n'affecte pas les cartes gagnées d'une autre manière, seulement les cartes achetées. Acheter un événement n'est pas un achat de carte, et ne déclenche donc pas cet effet. Si vous jouez Sorcière des Marais et que vous effectuez immédiatement un tour supplémentaire, comme avec Mission ou Avant-poste (de Rivages), vous recevez +3 Coins au début de ce tour et défaussez Sorcière des Marais à la fin de ce tour, les autres joueurs ne seront donc pas affectés. Si vous voulez utiliser une carte de réaction comme Douves contre Sorcière des Marais, vous devez l'utiliser au moment où Sorcière des Marais est jouée.",
"name": "Sorcière des marais"
},
"Teacher": {
"description": "Placez cette carte dans votre <i>Taverne</i>.<line>Au début de votre tour, vous pouvez recourir à ce <i>Maître</i> pour placer un de vos jetons \"+1 Carte\", \"+1 Action\", \"+1 Achat\" ou \"+1 Coin\" sur une pile de cartes Action sur laquelle vous n'avez aucun de vos jetons présents.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Lorsque vous jouez cette carte, mettez-la sur votre plateau Taverne. Elle reste sur votre plateau jusqu'à ce que vous y recouriez au début de l'un de vos tours. Si plusieurs choses peuvent arriver au début de votre tour, vous choisissez l'ordre dans lequel les résoudre. Lorsque vous recourez à Maître, il passe du plateau à votre zone de jeu, vous choisissez votre jeton +1 Action, +1 Carte, +1 Achat ou +1 Coin, et vous le placez sur une pile de cartes Action sur laquelle vous n'avez pas de jeton. Le jeton sur la pile signifie qu'à chaque fois que vous jouez une carte de cette pile, vous obtiendrez le bonus correspondant - si vous mettez votre jeton +1 Action sur une pile, vous recevrez +1 Action lorsque vous jouerez une carte de cette pile. Voir la section Jetons. Vous ne pouvez pas utiliser Maître pour placer un jeton sur une pile sur laquelle vous avez déjà des jetons (que ce soit les jetons placés par Maître, le jeton -2 Coins en coût, ou le jeton Écart). Vous pouvez utiliser Maître pour mettre un jeton sur une pile sur laquelle les autres joueurs ont déjà des jetons. D'autres choses peuvent mettre des jetons sur une pile sur laquelle vous avez mis un jeton avec Maître; mais Maître lui-même qui ne peut pas mettre un jeton sur une pile sur laquelle vous avez un jeton. Maître peut placer une jeton sur une pile qui a un jeton qui ne vous appartient pas ou qui n'appartient à personne, comme un jeton Embargo (de Rivages) ou une pièce pour Route Commerciale (de Prospérité). Vous pouvez également utiliser Maître sur une pile si vous avez un jeton Domaine sur une carte mise de côté depuis cette pile.",
"name": "Maître"
},
"Trade": {
"description": "Écartez jusqu'à 2 cartes de votre main.<n>Recevez une carte <i>Argent</i> par carte écartée de cette manière.",
"extra": "Vous pouvez écarter zéro, une ou deux cartes de votre main. Pour chaque carte que vous avez réellement écartée, vous gagnez un Argent, en le mettant dans votre défausse.",
"name": "Commerce"
},
"Training": {
"description": "Placez votre jeton \"+1 Coin\" sur une pile de cartes <i>Action</i> de la réserve (désormais, dès que vous jouez une carte de cette pile, +1 Coin).",
"extra": "Lorsque vous achetez cet événement, vous déplacez votre jeton +1 Coin sur n'importe quelle pile de carte Action de la réserve. Ce jeton vous donne + 1 Coin à chaque fois que vous jouez une carte de cette pile; voir la section Jetons.",
"name": "Entraînement"
},
"Transmogrify": {
"description": "+1 Action<n>Placez cette carte dans votre <i>Taverne</i>.<line>Au début de votre tour, vous pouvez recourir à cette <i>Transfiguration</i> pour écarter une carte de votre main. Dans ce cas, recevez une carte coûtant jusqu'à 1 Coin de plus que la carte écartée; ajoutez cette carte à votre main.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Action et la placez sur votre plateau Taverne. Elle y reste jusqu'à ce que vous y recouriez, au début d'un de vos tours. Si plusieurs choses peuvent arriver au début de votre tour, vous pouvez les faire dans n'importe quel ordre. Quand vous appelez Transfiguration, elle passe du tapis à votre zone de jeu, et vous écartez une carte de votre main, puis recevez une carte coûtant jusqu'à 1 Coin de plus que la carte écartée. La carte reçue vient de la Réserve et est mise dans votre main; si vous n'aviez pas de cartes à écarter, vous n'en recevez pas. Transfiguration est défaussée ce tour-là, avec vos autres cartes en jeu. Vous pouvez écarter une carte pour recevoir une carte coûtant 1 Coin de plus, ou le même montant, ou moins; vous pouvez écarter une carte pour recevoir une copie de la même carte.",
"name": "Transfiguration"
},
"Travelling Fair": {
"description": "+2 Achats<n>À chaque fois que vous recevez une carte lors de ce tour, vous pouvez la placer sur le dessus de votre deck.",
"extra": "Lorsque vous achetez cet événement, vous obtenez +2 Achats (vous permettant d'acheter plus d'événements ou de cartes par la suite). Ensuite, jusqu'à la fin du tour, à chaque fois que vous recevez une carte, vous pouvez la mettre sur votre deck. Cela fonctionne sur les cartes que vous achetez, ainsi que sur les cartes reçues d'autres façons, comme avec Bal. Cela ne fonctionne pas sur les cartes Itinérantes échangées contre d'autres cartes; échanger n'est pas recevoir. Mettre la carte sur votre deck est facultatif pour toutes les cartes que vous recevez pendant ce tour; vous pourriez en mettre certaines sur votre deck et d'autres dans votre défausse.",
"name": "Forains"
},
"Treasure Hunter": {
"description": "+1 Action<br>+1 Coin<n>Recevez une carte <i>Argent</i> par carte que le joueur à votre doite a reçue lors de son dernier tour.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Guerrière</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Cela compte toutes les cartes reçues, pas seulement les cartes achetées. Par exemple, si le joueur à votre droite joue Amulette, reçoit un Argent, puis achète un Duché, vous gagnerez deux Argents. Les Argents reçus sont mis dans votre défausse.",
"name": "Chasseuse de Trésors"
},
"Treasure Trove": {
"description": "2 <*COIN*><n>Lorsque vous jouez cette carte, recevez une carte <i>Or</i> et une carte <i>Cuivre</i>.",
"extra": "Cette carte est un Trésor valant 2 Coins. Vous le jouez pendant votre phase Achat, comme les autres Trésors. Quand vous le jouez, vous gagnez un Cuivre et un Or de la Réserve, en les mettant dans votre défausse. Si l'une de ces piles est vide, vous gagnez quand même l'autre carte.",
"name": "Pierres précieuses"
},
"Warrior": {
"description": "+2 Cartes<n>Pour chaque carte <i>Itinérant</i> que vous avez en jeu (incluant celle-ci), tous vos adversaires défaussent la première carte de leur deck et l'écartent si celle-ci coûte 3 Coins ou 4 Coins.<line>Lorsque vous défaussez cette carte de votre zone de jeu, vous pouvez l'échanger contre une carte <i>Héroïne</i>.<n><i>(Cette pile ne fait pas partie de la réserve.)</i>",
"extra": "Chaque joueur, dans l'ordre du tour, défausse le nombre approprié de cartes du dessus de son deck, écartant celles qui coûtent 3 Coins ou 4 Coins. Si la Guerrière est votre seule carte Itinérant en jeu, chaque autre joueur défausse et potentiellement écarte une carte. Si vous avez, par exemple, un Paysan, un Fugitif et la Guerrière en jeu, chaque autre joueur défausse et potentiellement écarte trois cartes. Les cartes ne sont écartées que si elles coûtent exactement 3 Coins ou exactement 4 Coins. Les cartes avec Potion dans leur coût (d'Alchimie) ne coûtent pas exactement 3 Coins ou 4 Coins. Les cartes avec un astérisque dans le coût (comme Guerrière) ou + dans le coût (comme Chef-d'œuvre de Guildes) peuvent être écartées par la Guerrière (si elles coûtent 3 Coins ou 4 Coins). La Championne et le Maître ne sont pas des Itinérants.",
"name": "Guerrière"
},
"Wine Merchant": {
"description": "+1 Achat<br>+4 Coins<n>Placez cette carte dans votre <i>Taverne</i>.<line>À la fin de votre phase d'achat, si vous avez encore au moins 2 Coins non dépensées, vous pouvez défausser ce <i>Marchand de vin</i> de la <i>Taverne</i>.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Achat et + 4 Coins et vous la placez sur votre plateau Taverne. Elle reste sur votre plateau jusqu'à la fin de l'une de vos phases d'achat dans laquelle il vous reste 2 Coins ou plus que vous n'avez pas dépensées. À ce stade, vous pouvez défausser Marchand de Vin de votre plateau. Si vous avez plusieurs Marchands de Vin sur votre plateau, vous n'avez pas besoin de 2 Coins par Marchand de Vin, seulement 2 Coins au total.",
"name": "Marchand de vin"
},
"Alchemist": {
"description": "+2 Cards<br>+1 Action<line>When you discard this from play, you may put this on top of your deck if you have a Potion in play.",
"extra": "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.",
"name": "Alchimiste",
"untranslated": "description, extra"
},
"Apothecary": {
"description": "+1 Card<br>+1 Action<n>Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.",
"extra": "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.",
"name": "Apothicaire",
"untranslated": "description, extra"
},
"Apprentice": {
"description": "+1 Action<n>Trash a card from your hand.<n>+1 Card per _ Coin it costs.<n>+2 Cards if it has Potion in its cost.",
"extra": "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.",
"name": "Apprenti",
"untranslated": "description, extra"
},
"Familiar": {
"description": "+1 Card<br>+1 Action<n>Each other player gains a curse.",
"extra": "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.",
"name": "Familier",
"untranslated": "description, extra"
},
"Golem": {
"description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.<n>Discard the other cards, then play the Action cards in either order.",
"extra": "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.",
"name": "Golem",
"untranslated": "description, extra"
},
"Herbalist": {
"description": "+1 Buy<br>+1 Coin<line>When you discard this from play, you may put one of your Treasures from play on top of your deck.",
"extra": "You get an extra 1 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.",
"name": "Herboriste",
"untranslated": "description, extra"
},
"Philosopher's Stone": {
"description": "When you play this, count your deck and discard pile.<n>Worth 1 Coin per 5 cards total between them (rounded down).",
"extra": "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.",
"name": "Pierre philosophale",
"untranslated": "description, extra"
},
"Possession": {
"description": "The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.",
"extra": "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. [Possession also gives the Possessing player all tokens the Possessed player would get, including _ Coins, <VP>, and Debt tokens.]",
"name": "Possession",
"untranslated": "description, extra"
},
"Scrying Pool": {
"description": "+1 Action<n>Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.<n>Put all of your revealed cards into your hand.",
"extra": "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.",
"name": "Bassin divinatoire",
"untranslated": "description, extra"
},
"Transmute": {
"description": "Trash a card from your hand. If it is an...<n>Action card, gain a Duchy<n>Treasure card, gain a Transmute<n>Victory card, gain a Gold",
"extra": "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.",
"name": "Transmutation",
"untranslated": "description, extra"
},
"University": {
"description": "+2 Actions<n>You may gain an Action card costing up to 5 Coins.",
"extra": "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.",
"name": "Université",
"untranslated": "description, extra"
},
"Vineyard": {
"description": "Worth 1 <VP> for every 3 Action cards in your deck (rounded down).",
"extra": "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.",
"name": "Vignoble",
"untranslated": "description, extra"
},
"Grey Mustang": {
"description": "+1 Card<n>(Victory cards may be discarded, then draw another)<n>+2 Actions<n>-1 Coin<br>(The coin is used for the entertainment of the precious thoroughbred.)<line>1 <*VP*><br>The victory point is counted at the end of the game.",
"extra": "",
"name": "Grey Mustang",
"untranslated": "description, extra, name"
},
"Rabbits": {
"description": "+1 Card<n>+1 Action<br>All other players put a victory card from their hand on their deck.<br>If it's the <b>2nd Rabbits card</b> played (in this turn), players must also search through their discard pile for Victory cards if they have none in hand.<br>If it's the <b>3rd Rabbits card</b> (rabbit plague), all other players must put <b>all</b> Victory cards from their hand and discard pile on their deck.<br><b>Rabbits can only be defended against by Yard Dog.</b>",
"extra": "",
"name": "Rabbits",
"untranslated": "description, extra, name"
},
"Yard Dog": {
"description": "+1 Card<n>+1 Action<br>Defends the section in which he dwells (hand, discard pile or deck) against any attack which aims at this section (only if he is or becomes visible or can be shown)",
"extra": "",
"name": "Yard Dog",
"untranslated": "description, extra, name"
},
"Potion": {
"description": "1 <*POTION*>",
"extra": "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.",
"name": "Potion",
"untranslated": "description, extra"
},
"Copper": {
"description": "1 <*COIN*>",
"extra": "60 cartes par partie.",
"name": "Cuivre"
},
"Curse": {
"description": "-1 <*VP*>",
"extra": "Les malédictions sont disponibles dans la Réserve quelles que soient les autres cartes disponibles.<n>Avec 2 joueurs, placez 10 Malédictions dans la Réserve.<n>Avec 3 joueurs, placez 20 Malédictions dans la Réserve.<n>Avec 4 joueurs, placez 30 Malédictions dans la Réserve.<n>Avec 5 joueurs, placez 40 Malédictions dans la Réserve.<n>Avec 6 joueurs, placez 50 Malédictions dans la Réserve.",
"name": "Malédiction"
},
"Duchy": {
"description": "3 <*VP*>",
"extra": "Avec 2 joueurs, placez 8 Duchés dans la Réserve.<n>Avec 3 joueurs ou plus, placez 12 Duchés dans la Réserve.",
"name": "Duché"
},
"Estate": {
"description": "1 <*VP*>",
"extra": "Avec 2 joueurs, placez 8 Domaines dans la Réserve.<n>Avec 3 joueurs ou plus, placez 12 Domaines dans la Réserve.",
"name": "Domaine"
},
"Gold": {
"description": "3 <*COIN*>",
"extra": "30 cartes par partie.",
"name": "Or"
},
"Province": {
"description": "6 <*VP*>",
"extra": "Avec 2 joueurs, placez 8 Provinces dans la Réserve.<n>Avec 3 ou 4 joueurs, placez 12 Provinces dans la Réserve.<n>Avec 5 joueurs, placez 15 Provinces dans la Réserve.<n>Avec 6 joueurs, placez 18 Provinces dans la Réserve.",
"name": "Province"
},
"Silver": {
"description": " 2 <*COIN*>",
"extra": "40 cartes par partie.",
"name": "Argent"
},
"Trash": {
"description": "Pile du rebut.",
"extra": "",
"name": "Rebut"
},
"Colony": {
"description": "10 <*VP*>",
"extra": "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.]",
"name": "Colonie",
"untranslated": "description, extra"
},
"Platinum": {
"description": "5 <*COIN*>",
"extra": "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.]",
"name": "Platine",
"untranslated": "description, extra"
},
"Bag of Gold": {
"description": "+1 Action<n>Gain a Gold, putting it on top of your deck.<n><i>(This is not in the Supply.)</i>",
"extra": "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.",
"name": "Sac d'or",
"untranslated": "description, extra"
},
"Diadem": {
"description": "2 <*COIN*><n>When you play this, +1 Coins per unused Action you have (Action, not Action card).<n><i>(This is not in the Supply.)</i>",
"extra": "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.",
"name": "Diadème",
"untranslated": "description, extra"
},
"Fairgrounds": {
"description": "Worth 2<VP> for every 5 differently named cards in your deck (rounded down).",
"extra": "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.",
"name": "Champ de foire",
"untranslated": "description, extra"
},
"Farming Village": {
"description": "+2 Actions<n>Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.",
"extra": "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.",
"name": "Village agricole",
"untranslated": "description, extra"
},
"Followers": {
"description": "+2 Cards<n>Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.<n><i>(This is not in the Supply.)</i>",
"extra": "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.",
"name": "Partisans",
"untranslated": "description, extra"
},
"Fortune Teller": {
"description": "+2 Coin<n>Each other player reveals cards from the top of his deck until he reveals a Victory of Curse card. He puts it on top and discards the other revealed cards.",
"extra": "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 Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type.",
"name": "Diseuse de bonne aventure",
"untranslated": "description, extra"
},
"Hamlet": {
"description": "+1 Card<br>+1 Action<n>You may discard a card; If you do +1 Action.<n>You may discard a card; If you do +1 Buy",
"extra": "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.",
"name": "Hameau",
"untranslated": "description, extra"
},
"Harvest": {
"description": "Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.",
"extra": "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 .",
"name": "Récolte",
"untranslated": "description, extra"
},
"Horn of Plenty": {
"description": "0 <*COIN*><n>When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it's a Victory card, trash this.",
"extra": "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 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 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).",
"name": "Corne d'abondance",
"untranslated": "description, extra"
},
"Horse Traders": {
"description": "+1 Buy<br>+3 Coin<br>Discard 2 Cards<line>When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.",
"extra": "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.",
"name": "Maquignons",
"untranslated": "description, extra"
},
"Hunting Party": {
"description": "+1 Card<br>+1 Action<n>Reveal your hand. Reveal cards from your deck until you reveal a card that isn't in a duplicate of one in your hand and discard the rest.",
"extra": "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.",
"name": "Chasseurs",
"untranslated": "description, extra"
},
"Jester": {
"description": "+2 Coins<n>Each other player discards the top card of his deck. If it's a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.",
"extra": "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 Intrigue) is a Victory card.",
"name": "Bouffon",
"untranslated": "description, extra"
},
"Menagerie": {
"description": "+1 Action<n>Reveal your hand.<n>If there are no duplicate cards in it, +3 Cards.<n>Otherwise, +1 Card.",
"extra": "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.",
"name": "Ménagerie",
"untranslated": "description, extra"
},
"Princess": {
"description": "+1 Buy<line>While this is in play, cards cost 2 Coins less, but not less than 0 Coins.<n><i>(This is not in the Supply.)</i>",
"extra": "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.",
"name": "Princesse",
"untranslated": "description, extra"
},
"Remake": {
"description": "Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.",
"extra": "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.",
"name": "Renouvellement",
"untranslated": "description, extra"
},
"Tournament": {
"description": "+1 Action<n>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card, +1 Coin.<n>Prizes: <u>Bag of Gold</u>, <u>Diadem</u>, <u>Followers</u>, <u>Princess</u>, <u>Trusty Steed</u>",
"extra": "First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin.",
"name": "Tournoi",
"untranslated": "description, extra"
},
"Trusty Steed": {
"description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.<n>(The choices must be different.)<n><i>(This is not in the Supply.)</i>",
"extra": "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.",
"name": "Fidèle destrier",
"untranslated": "description, extra"
},
"Young Witch": {
"description": "+2 Cards<n>Discard 2 cards. Each other player may reveal a Bane card from his hand.<n>If he doesn't, he gains a Curse.<line>Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.",
"extra": "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 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.",
"name": "Jeune sorcière",
"untranslated": "description, extra"
},
"Altar": {
"description": "Trash a card from your hand. Gain a card costing up to 5 Coins.",
"extra": "You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.",
"name": "Autel",
"untranslated": "description, extra"
},
"Armory": {
"description": "Gain a card costing up to 4 Coins, putting it on top of your deck.",
"extra": "The card you gain comes from the Supply and is put on top of your deck.",
"name": "Armurerie",
"untranslated": "description, extra"
},
"Band of Misfits": {
"description": "Play this as if it were an Action card in the Supply costing less than it that you choose.<n>This is that card until it leaves play.",
"extra": "When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile",
"name": "Malfaiteurs",
"untranslated": "description, extra"
},
"Bandit Camp": {
"description": "+1 Card<br>+2 Actions<n>Gain a Spoils from the Spoils pile.",
"extra": "Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.",
"name": "Camp de bandits",
"untranslated": "description, extra"
},
"Beggar": {
"description": "Gain 3 Coppers, putting them into your hand.<line>When another player plays an Attack card, you may discard this.<n>If you do, gain two Silvers, putting one on top of your deck.",
"extra": "When you play this, you gain three Coppers from the Supply, putting them into your hand. If there are not three Coppers left, just gain as many as you can. When another player plays an Attack card, you may discard this from your hand. If you do, you gain two Silvers from the Supply, putting one on your deck and the other into your discard pile. If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.",
"name": "Mendiant",
"untranslated": "description, extra"
},
"Catacombs": {
"description": "Look at the top 3 cards of your deck.<n>Choose one: Put them into your hand;<n>or discard them and +3 Cards.<line>When you trash this, gain a cheaper card.",
"extra": "When you play this, you look at the top 3 cards of your deck, and either put all 3 into your hand, or discard all 3 and draw the next 3 cards. If you discard them and have to shuffle to draw 3 cards, you will shuffle in the cards you discarded and may end up drawing some of them. When you trash Catacombs, you gain a card costing less than it. This happens whether Catacombs is trashed on your turn or someone else's, and no matter who has the card that trashed it. The gained card comes from the Supply and is put into your discard pile.",
"name": "Catacombes",
"untranslated": "description, extra"
},
"Count": {
"description": "Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.<n><n>Choose one: +3 Coins; or trash your hand; or gain a Duchy.",
"extra": "This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get +3 Coins, trash your hand, or gain a Duchy. For example, you might choose to discard 2 cards, then gain a Duchy. Gained cards come from the Supply and are put into your discard pile. You can choose an option even if you cannot do it. If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.",
"name": "Comte",
"untranslated": "description, extra"
},
"Counterfeit": {
"description": "1 <*COIN*><br><br>+1 Buy<n>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure",
"extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, you also get +1 Buy, and you may play an additional Treasure card from your hand twice. If you choose to do that, you trash that Treasure. You still get any coins that Treasure gave you from playing it, despite trashing it. If you use Counterfeit to play Spoils twice, you will get + 6 Coins, (in addition to the 1 Coin, from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. If you use Counterfeit to play a Treasure that does something special when you play it, you will do that thing twice. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasures and so can be played via Counterfeit.",
"name": "Contrefaçon",
"untranslated": "description, extra"
},
"Cultist": {
"description": "+2 Cards<n>Each other player gains a Ruins. You may play a Cultist from your hand.<line>When you trash this, +3 Cards.",
"extra": "When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.",
"name": "Cultiste",
"untranslated": "description, extra"
},
"Death Cart": {
"description": "+5 Coins<n>You may trash an Action card from your hand. If you don't, trash this.<line>When you gain this, gain 2 Ruins.",
"extra": "When you play Death Cart, you get + 5 Coins, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.",
"name": "Charrette de cadavres",
"untranslated": "description, extra"
},
"Feodum": {
"description": "Worth 1<VP> for every 3 Silvers in your deck (round down).<line>When you trash this, gain 3 Silvers.",
"extra": "This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1 Victory for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 Victory each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.",
"name": "Fief",
"untranslated": "description, extra"
},
"Forager": {
"description": "+1 Action<br>+1 Buy<n>Trash a card from your hand.<n>+1 Coin per differently named Treasure in the trash.",
"extra": "Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin 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.",
"name": "Cueilleur",
"untranslated": "description, extra"
},
"Fortress": {
"description": "+1 Card<br>+2 Actions<line>When you trash this, put it into your hand.",
"extra": "When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the \"if you do\" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.",
"name": "Forteresse",
"untranslated": "description, extra"
},
"Graverobber": {
"description": "Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.",
"extra": "You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coins to 6 Coins, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.",
"name": "Pilleur de tombes",
"untranslated": "description, extra"
},
"Hermit": {
"description": "Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.<line>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.",
"extra": "When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. The Madman comes from the Madman pile, which is not in the Supply, and is put into your discard pile. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.",
"name": "Ermite",
"untranslated": "description, extra"
},
"Hovel": {
"description": "When you buy a Victory card, you may trash this from your hand.",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it.",
"name": "Cabane",
"untranslated": "description, extra"
},
"Hunting Grounds": {
"description": "+ 4 Cards<line>When you trash this, gain a Duchy or 3 Estates.",
"extra": "When you play this, draw 4 cards. If this is trashed, you either gain a Duchy or 3 Estates, your choice. These cards come from the Supply and are put into your discard pile. If you choose the 3 Estates and there are not 3 left, just gain as many as you can.",
"name": "Territoire de chasse",
"untranslated": "description, extra"
},
"Ironmonger": {
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck; you may discard it. Either way, if it is an…<n>Action card, +1 Action<n>Treasure card, +1 Coin<n>Victory card, +1 Card",
"extra": "First you draw a card, then you reveal the top card of your deck, then you either discard that card or put it back on top of your deck. Then you get bonuses based on the types of the card you revealed. A card with 2 types gives you both bonuses; for example, if you revealed Harem (from Intrigue), you would both draw a card and get +1 Coins.",
"name": "Ferronnier",
"untranslated": "description, extra"
},
"Junk Dealer": {
"description": "+1 Card<br>+1 Action<br>+1 Coin<n>Trash a card from your hand.",
"extra": "You have to trash a card from your hand if you can. You draw before trashing.",
"name": "Brocanteur",
"untranslated": "description, extra"
},
"Knights": {
"description": "This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. See Additional Rules for Dark Ages and Preparation. Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.",
"extra": "The ability Knights have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from 3 Coins to 6 Coins, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. The player losing a card only gets a choice if both cards revealed cost from 3 Coins to 6 Coins; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed. When Sir Martin is the top card of the pile, it can be gained with an Armory and so on. If Sir Vander is trashed, you gain a Gold; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. The Gold from Sir Vander, and the card gained for Dame Natalie, comes from the Supply and is put into your discard pile. When playing Dame Anna, you may choose to trash zero, one, or two cards from your hand. Dame Josephine is also a Victory card, worth 2 <VP> at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for Trade Route (from Prosperity) even if Dame Josephine starts on top. If you choose to use the Knights with Black Market (a promotional card), put a Knight directly into the Black Market deck, rather than using the randomizer card. Sir Martin only costs 4 Coins, though the other Knights all cost 5 Coins.",
"name": "Chevalier",
"untranslated": "description, extra"
},
"Madman": {
"description": "+2 Actions<n>Return this to the Madman pile. If you do, +1 Card per card in your hand.<n><i>(This card is not in the supply.)</i>",
"extra": "This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can.",
"name": "Fou",
"untranslated": "description, extra"
},
"Marauder": {
"description": "Gain a Spoils from the Spoils pile.<n>Each other player gains a Ruins.",
"extra": "First you gain a Spoils. It comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one. Then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point.",
"name": "Maraudeur",
"untranslated": "description, extra"
},
"Market Square": {
"description": "+1 Card<br>+1 Action<br>+1 Buy<line>When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.",
"extra": "When you play this, you draw a card and get +1 Action and +1 Buy. When one of your cards is trashed, you may discard Market Square from your hand. If you do, you gain a Gold. The Gold comes from the Supply and is put into your discard pile. If there is no Gold left in the Supply, you do not gain one. You may discard multiple Market Squares when a single card of yours is trashed.",
"name": "Place du marché",
"untranslated": "description, extra"
},
"Mercenary": {
"description": "You may trash 2 cards from your hand.<n>If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand.<n><i>(This is not in the Supply.)</i>",
"extra": "This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed.",
"name": "Mercenaire",
"untranslated": "description, extra"
},
"Mystic": {
"description": "+1 Action<br>+ 2 Coins<n>Name a card.<n>Reveal the top card of your deck.<n>If it's the named card, put it into your hand.",
"extra": "You get +1 Action and +2 Coins. Then name a card (\"Copper,\" for example - not \"Treasure\") and reveal the top card of your deck; if you named the same card you revealed, put the revealed card into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.",
"name": "Mystique",
"untranslated": "description, extra"
},
"Necropolis": {
"description": "+2 Actions",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.",
"name": "Nécropole",
"untranslated": "description, extra"
},
"Overgrown Estate": {
"description": "0<*VP*><line>When you trash this, +1 Card.",
"extra": "This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0 Victory. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it.",
"name": "Domaine luxuriant",
"untranslated": "description, extra"
},
"Pillage": {
"description": "Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.<n>Gain 2 Spoils from the Spoils pile.",
"extra": "First trash Pillage. Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. If there are no Spoils cards left, you do not get one; if there is only one, you just get one.",
"name": "Pillage",
"untranslated": "description, extra"
},
"Poor House": {
"description": "+4 Coins<n>Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.",
"extra": "First you get +4 Coins. Then you reveal your hand, and lose 1 Coin per Treasure card in it. You can lose more than 4 Coins this way, but the amount of coins you have available to spend can never go below 0 Coins. Cards with two types, one of which is Treasure (such as Harem from Intrigue) are Treasure cards.",
"name": "Hospice",
"untranslated": "description, extra"
},
"Procession": {
"description": "You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.",
"extra": "Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.",
"name": "Procession",
"untranslated": "description, extra"
},
"Rats": {
"description": "+1 Card<br>+1 Action<n>Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<line>When you trash this, +1 Card.",
"extra": "Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.",
"name": "Rats",
"untranslated": "description, extra"
},
"Rebuild": {
"description": "+ 1 Action<n>Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.",
"extra": "You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coins more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.",
"name": "Reconstruction",
"untranslated": "description, extra"
},
"Rogue": {
"description": "+ 2 Coins<n>If there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.",
"extra": "If there is a card in the trash costing from 3 Coins to 6 Coins, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coins to 6 Coins. If there was no card in the trash costing from 3 Coins to 6 Coins, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coins to 6 Coins (if possible), and discard the rest. Go in turn order, starting with the player to your left.",
"name": "Bandit",
"untranslated": "description, extra"
},
"Ruins": {
"description": "<left><u>Abandoned Mine</u>: +1 Coin<br><u>Ruined Library</u>: +1 Card<br><u>Ruined Market</u>: +1 Buy<br><u>Ruined Village</u>: +1 Action<br><u>Survivors</u>: Look at the top 2 cards of your deck. Discard them or put them back in any order.",
"extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.<n>Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.",
"name": "Ruines",
"untranslated": "description, extra"
},
"Sage": {
"description": "+1 Action<n>Reveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.",
"extra": "If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coins or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coins, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.",
"name": "Sage",
"untranslated": "description, extra"
},
"Scavenger": {
"description": "+2 Coins<n>You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.",
"extra": "Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.",
"name": "Pilleur",
"untranslated": "description, extra"
},
"Spoils": {
"description": "3 <*COIN*><n>When you play this, return it to the Spoils pile.<n><i>(This is not in the Supply.)</i>",
"extra": "This is never in the Supply; it can only be obtained via Bandit Camp, Marauder, and Pillage. When you play Spoils, you get +3 Coins to spend this turn, and return that copy of Spoils to its pile. You are not forced to play Treasures in your hand.",
"name": "Butin",
"untranslated": "description, extra"
},
"Squire": {
"description": "+1 Coin<n>Choose one: +2 Actions; or +2 Buys; or gain a Silver.<line>When you trash this, gain an Action card.",
"extra": "When you play this, you get +1 Coins, and your choice of either +2 Actions, +2 Buys, or gaining a Silver. The Silver comes from the Supply and is put into your discard pile. If Squire is trashed somehow, you gain an Attack card; the Attack card comes from the Supply and is put into your discard pile. You can gain any Attack card available in the Supply, but if no Attack card is available, you do not gain one.",
"name": "Écuyer",
"untranslated": "description, extra"
},
"Storeroom": {
"description": "+1 Buy<n>Discard any number of cards.<n>+1 Card per card discarded.<n>Discard any number of cards.<n>+ 1 Coins per card discarded the second time.",
"extra": "Discard any number of cards from your hand, and draw as many cards as you discarded. Then, discard any number of cards - which could include cards you just drew - and you get +1 Coins per card you discarded that time.",
"name": "Salle d'entreposage",
"untranslated": "description, extra"
},
"Urchin": {
"description": "+1 Card<br>+1 Action<n>Each other player discards down to 4 cards in hand.<line>When you play another Attack card with this in play, you may trash this.<n>If you do, gain a Mercenary from the Mercenary pile.",
"extra": "When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. The Mercenary comes from the Mercenary pile, which is not in the Supply, and is put into your discard pile. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.",
"name": "Orphelin",
"untranslated": "description, extra"
},
"Vagrant": {
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.",
"extra": "You draw a card before revealing your top card. If the top card of your deck is a Curse, Ruins, Shelter, or Victory card, it goes into your hand; otherwise it goes back on top. A card with multiple types goes into your hand if at least one of the types is Curse, Ruins, Shelter, or Victory.",
"name": "Vagabond",
"untranslated": "description, extra"
},
"Wandering Minstrel": {
"description": "+1 Card<br>+2 Actions<n>Reveal the top 3 cards of your deck.<n>Put the Actions back on top in any order and discard the rest.",
"extra": "First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. If there still are not enough after shuffling, just reveal what you can. Put the revealed Action cards on top of your deck in any order, and discard the other cards. A card with multiple types, one of which is Action, is an Action card. If you didn't reveal any Action cards, no cards will be put on top.",
"name": "Ménestrel errant",
"untranslated": "description, extra"
},
"Adventurer": {
"description": "Dévoilez des cartes de votre deck jusqu'à ce que 2 cartes Trésor soient dévoilées. Ajoutez ces cartes Trésor à votre main et défaussez les autres cartes dévoilées.",
"extra": " Si vous devez mélanger durant cette action, faites-le. Par contre, ne mélangez pas les cartes dévoilées puisqu'elles ne vont à la défausse qu'après que vous ayez terminé de dévoiler des cartes. Si vous êtes à court de cartes après avoir mélangé et qu'il n'y a qu'une carte Trésor, vous ne prenez que cette carte Trésor.",
"name": "Aventurier"
},
"Chancellor": {
"description": "+2 Coins<n>Vous pouvez immédiatement défausser votre deck.",
"extra": "Vous devez résoudre la carte Chancelier (choisir de mettre ou non votre deck dans votre défausse) avant de décider de faire autre chose durant votre tour, comme décider d'acheter une carte ou de faire une autre action. Vous ne pouvez pas regarder dans votre deck lorsque vous le défaussez.",
"name": "Chancelier"
},
"Feast": {
"description": "Écartez cette carte.<n>Recevez une carte coûtant jusqu'à 5 Coins.",
"extra": "La carte reçue va dans votre défausse. Ce doit être une carte de la réserve. Vous ne pouvez pas utiliser de pièces provenant de cartes Trésor ou Action (comme le Marché) pour augmenter le coût de la carte que vous recevez. Si vous employez la carte Salle du Trône pour jouer la carte Festin, vous recevez 2 cartes bien que vous n'écartez la carte Festin qu'une fois. Recevoir une carte n'est pas le résultat d'écarter la carte Festin. Il s'agit de deux actions différentes que la carte demande de faire.",
"name": "Festin"
},
"Spy": {
"description": "+1 Carte<br>+1 Action<n>Tous les joueurs (vous aussi) dévoilent la première carte de leur deck. Vous décidez ensuite si chaque carte dévoilée est défaussée ou replacée sur son deck.",
"extra": "La carte Espion oblige tous les joueurs, y compris celui qui joue la carte, à dévoiler la première carte de leur deck. Notez que vous piochez la carte donnée par l'Espion avant que toute carte ne soit dévoilée. Quiconque n'a pas de carte à dévoiler dans son deck doit mélanger afin d'avoir une carte à dévoiler. Tous les joueurs qui n'ont alors pas de carte à dévoiler n'en dévoilent tout simplement pas. Si les joueurs accordent de l'importance à l'ordre dans lequel les cartes sont dévoilées, commencez par vous et procédez ensuite en sens horaire. Les cartes dévoilées qui ne sont pas défaussées retournent sur le dessus du deck de leur propriétaire.",
"name": "Espion"
},
"Thief": {
"description": "Tous vos adversaires dévoilent les 2 premières cartes de leur deck. S'ils dévoilent des cartes <i>Trésor</i>, ils en écartent 1 de votre choix. Parmi ces cartes <i>Trésor</i> écartées, recevez celles de votre choix. Les autres cartes dévoilées sont défaussées.",
"extra": "Un joueur qui n'a qu'une seule carte dévoile cette dernière carte et mélange ensuite sa défausse afin de pouvoir dévoiler l'autre carte; un joueur qui n'a plus de carte dans son deck mélange afin d'obtenir les deux cartes. Un joueur qui n'a pas deux cartes à dévoiler après avoir mélangé sa pioche dévoile ce qu'il peut. Chaque joueur écarte au maximum une carte Trésor, au choix du propriétaire du Voleur, parmi les deux cartes dévoilées. Le joueur du Voleur peut prendre les cartes qu'il désire parmi les cartes ainsi écartées. Vous ne pouvez prendre que les cartes Trésor qui viennent d'être écartées et non celles écartées lors de tours précédents. Vous pouvez prendre une, des, toutes ou aucune des cartes écartées. Placez les cartes Trésor ainsi obtenues dans votre défausse. Les cartes que vous ne gardez pas demeurent au Rebut.",
"name": "Voleur"
},
"Woodcutter": {
"description": "+1 Achat<br>+2 Coins",
"extra": "Lors de votre phase Achat, vous ajoutez 2 Coins à votre total de cartes Trésor et Action qui donnent des pièces. Vous pouvez aussi acheter une carte supplémentaire de la réserve.",
"name": "Bûcheron"
},
"Bureaucrat": {
"description": "Recevez 1 carte <i>Argent</i>; placez-la sur votre deck. Tous vos adversaires dévoilent 1 carte <i>Victoire</i> et la placent sur leur deck (sinon ils dévoilent leur main afin que vous puissiez voir qu'ils n'ont pas de carte <i>Victoire</i>).",
"extra": "Si vous n'avez plus de cartes dans votre deck lorsque vous jouez cette carte, la carte <i>Argent</i> que vous recevez et placez sur votre deck sera la seule carte dans votre deck. Conformément, si un autre joueur n'a plus de carte dans son deck, la carte <i>Victoire</i> dévoilée et placée sur le deck sera la seule carte dans leur deck.",
"name": "Bureaucrate"
},
"Cellar": {
"description": "+1 Action<n>Défaussez autant de cartes que vous voulez. +1 Carte par carte défaussée.",
"extra": "Vous ne pouvez pas défausser la Cave elle-même, puisqu'au moment où elle est jouée, elle n'est plus dans votre main. Vous choisissez les cartes à défausser et vous les défaussez toutes en même temps. Vous piochez des cartes uniquement après avoir défaussé. Si vous devez mélanger pour piocher le bon nombre de cartes, les cartes défaussées seront mélangées dans votre nouveau deck.",
"name": "Cave"
},
"Chapel": {
"description": "Écartez jusqu'à 4 cartes de votre main.",
"extra": "Vous ne pouvez pas écarter la Chapelle elle-même puisqu'elle n'est pas dans votre main lorsque vous exécutez son effet. Vous pouvez écarter une autre carte Chapelle si vous en avez une autre dans votre main.",
"name": "Chapelle"
},
"Council Room": {
"description": "+4 Cartes<br>+1 Achat<n>Tous vos adversaires piochent 1 carte.",
"extra": "Les autres joueurs doivent piocher, qu'ils le veuillent ou non. Tous les joueurs doivent mélanger leur deck au besoin.",
"name": "Chambre du conseil"
},
"Festival": {
"description": "+2 Actions<br>+1 Achat<br>+2 Coins",
"extra": "Si vous jouez plus d'une carte Festival, faites attention à votre nombre d'actions. Comptez votre nombre d'actions à voix haute (par exemple: \"Je joue la carte Festival et il me reste deux actions. Je joue la carte Marché et il me reste toujours deux actions. Je joue une autre carte Festival et il me reste maintenant trois actions...\").",
"name": "Festival"
},
"Gardens": {
"description": "Vaut 1<VP> pour chaque 10 cartes dans votre deck (arrondi à l'unité inférieure).",
"extra": "Cette carte Royaume est une carte Victoire et non Action. Elle prend effet à la fin de la partie où elle vaut 1 point de victoire pour chaque lot de 10 cartes dans votre deck (incluant toutes vos cartes, y compris les cartes Jardins - votre défausse et votre main font partie de votre deck à ce moment de la partie). Arrondissez à l'unité inférieure; si vous possédez 39 cartes, la carte Jardins vaut 3 points de victoire. Lors de la mise en place, placez 12 Jardins dans la réserve lors d'une partie à 3 ou 4 joueurs et 8 cartes Jardins dans une partie à 2 joueurs.",
"name": "Jardins"
},
"Laboratory": {
"description": "+2 Cartes<br>+1 Action",
"extra": "Piochez 2 cartes. Vous pouvez jouer une autre action pendant votre phase Action.",
"name": "Laboratoire"
},
"Library": {
"description": "Piochez jusqu'à ce que vous ayez 7 cartes en main. Chaque carte Action piochée peut être mise de côté. Défaussez les cartes mises de côté lorsque vous avez terminé de piocher.",
"extra": " Si vous devez mélanger durant cette action, les cartes mises de côté ne sont pas mélangées dans le nouveau deck. Elles sont défaussées lorsque vous avez terminé de piocher des cartes. Si vous êtes à court de cartes après avoir mélangé, vous obtenez le nombre de cartes qu'il y avait. Vous ne devez pas forcément mettre les cartes Action de côté, vous avez tout simplement la possibilité de le faire. Si vous avez 7 cartes ou plus dans votre main après avoir joué la Bibliothèque, vous ne piochez pas.",
"name": "Bibliothèque"
},
"Market": {
"description": "+1 Carte<br>+1 Action<br>+1 Achat<br>+1 Coin<n>",
"extra": "Piochez une carte. Vous pouvez jouer une autre carte Action pendant votre phase Action. Lors de la phase Achat vous ajoutez 1 Coin à votre total de cartes Trésor jouées et vous pouvez acheter une carte supplémentaire de la réserve.",
"name": "Marché"
},
"Militia": {
"description": "+2 Coins<n>Tous vos adversaires défaussent leurs cartes de façon à n'avoir que 3 cartes en main.",
"extra": "Les joueurs attaqués défaussent de façon à n'avoir que 3 cartes en main. Les joueurs qui avaient déjà 3 cartes ou moins en main lorsqu'une carte Milice est jouée n'ont pas à défausser de cartes.",
"name": "Milice"
},
"Mine": {
"description": "Écartez une carte <i>Trésor</i> de votre main. Recevez une carte <i>Trésor</i> coûtant jusqu'à 3 Coins de plus; ajoutez cette carte à votre main.",
"extra": "Généralement, vous écartez une carte Cuivre au Rebut afin d'obtenir une carte Argent ou bien une carte Argent pour obtenir une carte Or. Cependant il est aussi possible d'écarter une carte Trésor afin d'obtenir la même carte Trésor ou une de valeur moindre. La carte reçue va immédiatement dans votre main, elle peut donc être utilisée le tour où elle est acquise. Si vous n'avez pas de carte Trésor à écarter dans votre main, vous ne recevez rien.",
"name": "Mine"
},
"Moat": {
"description": "+2 Cartes<line>Lorsqu'un adversaire joue une carte <i>Attaque</i>, vous pouvez dévoiler cette carte de votre main. Dans ce cas, l'attaque n'a pas d'effet sur vous.",
"extra": "Une carte Attaque est une carte où l'on peut lire <i>Attaque</i> sur la ligne du bas (normalement <i>Action - Attaque</i>). Lorsqu'un adversaire joue une carte Attaque, vous pouvez dévoiler la carte Douves (en la montrant à vos adversaires) et la remettre dans votre main avant que l'attaque ne soit résolue. L'attaque n'a pas d'effet sur vous : vous ne gagnerez pas de carte Malédiction à cause d'une Sorcière, vous ne dévoilerez pas de carte à cause d'un Espion et ainsi de suite. Pour la résolution des effets de cette attaque, vous n'êtes pas considéré comme étant en jeu. La carte Douves n'empêche pas la carte Attaque d'avoir effet sur les autres joueurs ou le joueur qui utilise la carte <i>Attaque</i>. Par exemple, si tous les joueurs jouent une carte Douves lorsqu'un joueur utilise une Sorcière, la personne ayant joué la Sorcière pioche tout de même deux cartes. Une carte Douves peut aussi être jouée à son tour comme une action régulière afin de piocher 2 cartes.",
"name": "Douves"
},
"Moneylender": {
"description": "Écartez une carte <i>Cuivre</i> de votre main. Dans ce cas, +3 Coins.",
"extra": "Si vous n'avez pas de carte Cuivre à mettre au Rebut dans votre main, vous n'obtenez pas les +3 Coins à utiliser dans la phase Achat.",
"name": "Prêteur sur gages"
},
"Remodel": {
"description": "Écartez une carte de votre main. Recevez une carte coûtant jusqu'à 2 Coins de plus que la carte écartée.",
"extra": "Vous ne pouvez pas mettre la carte Rénovation au Rebut puisqu'elle ne fait plus partie de votre main lorsque vous exécutez son effet (il est toutefois possible de mettre au Rebut une autre carte Rénovation qui est dans votre main). Si vous n'avez pas de carte à écarter, vous ne pouvez pas recevoir de carte grâce à l'action Rénovation. La carte obtenue est placée dans votre défausse. Vous pouvez seulement recevoir des cartes de la réserve. La carte reçue n'a pas à coûter précisément 2 Coins de plus que la carte écartée, elle peut coûter ce prix ou moins. Vous ne pouvez pas utiliser de pièces provenant de carte Trésor ou Action (comme le Marché) pour augmenter le coût de la carte désirée. Vous pouvez écarter une carte pour obtenir la même carte.",
"name": "Rénovation"
},
"Smithy": {
"description": "+3 Cartes",
"extra": "Piochez 3 cartes.",
"name": "Forgeron"
},
"Throne Room": {
"description": "Choisissez 1 carte <i>Action</i> de votre main. Jouez-la deux fois.",
"extra": "Vous prenez une carte Action de votre main, vous la jouez et la rejouez immédiatement après. L'utilisation de cette deuxième carte Action ne coûte pas d'action supplémentaire. Si vous utilisez la Salle du Trône pour jouer une Salle du Trône, vous jouez une action, que vous faites deux fois et vous jouez ensuite une autre action, que vous jouez aussi deux fois; vous ne jouez pas une action quatre fois. Si vous jouez une Salle du Trône sur une carte qui vous donne +1 Action, tel un Marché, vous aurez deux actions supplémentaires à effectuer par la suite. Afin d'éviter toute confusion, rappelez-vous de compter le nombre d'actions qu'il vous reste à voix haute. Aucune action ne peut être jouée entre les deux actions de la Salle du Trône.",
"name": "Salle du Trône"
},
"Village": {
"description": "+1 Carte<br>+2 Actions",
"extra": "Si vous jouez plus d'un Village, portez une attention particulière à votre nombre d'actions. Comptez-les à voix haute afin de ne pas vous tromper.",
"name": "Village"
},
"Witch": {
"description": "+2 Cartes<n>Tous vos adversaires reçoivent une carte <i>Malédiction</i>.",
"extra": "S'il n'y a pas suffisamment de carte Malédiction lorsque vous jouez la Sorcière, distribuez les cartes Malédiction en sens horaire, en débutant par le joueur à votre gauche. Si vous jouez une carte Sorcière et qu'il n'y a plus de cartes Malédiction, vous piochez tout de même 2 cartes. Un joueur qui obtient une carte Malédiction la place face visible dans sa défausse.",
"name": "Sorcière"
},
"Workshop": {
"description": "Recevez une carte coûtant jusqu'à 4 Coins.",
"extra": " La carte que vous recevez est placée dans votre défausse et doit être une carte de la réserve. Vous ne pouvez pas utiliser de pièces provenant de cartes Trésor ou Action (telle Marché) pour augmenter le coût de la carte que vous recevez. Vous ne pouvez pas recevoir une carte contenant une Potion dans son coût avec Atelier.",
"name": "Atelier"
},
"Artisan": {
"description": "Gain a card to your hand costing up to 5 Coins.<n>Put a card from your hand onto your deck.",
"extra": "The card you gain comes from the Supply and is put into your hand.<n>You cannot use _ Coin&nbsp;to increase how expensive of a card you gain; it always costs from 0 Coins to 5 Coins.<n>After gaining the card, you put a card from your hand onto your deck; that can be the card you just gained, or a different card.",
"name": "Artisan",
"untranslated": "description, extra, name"
},
"Bandit": {
"description": "Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.",
"extra": "First you gain a Gold from the Supply, putting it into your discard pile.<n>Then each other player, in turn order, reveals their top 2 cards, trashes one they choose that is a Treasure other than Copper (e.g. Silver or Gold), and discards the other revealed cards.<n>A player who did not reveal a Treasure card other than Copper simply discards both cards.",
"name": "Bandit",
"untranslated": "description, extra, name"
},
"Harbinger": {
"description": "+1 Card<br>+1 Action<n>Look through your discard pile. You may put a card from it onto your deck.",
"extra": "First draw a card and get +1 Action; then look through your discard pile, and you may put a card from it on top of your deck.<n>Putting a card on top is optional.",
"name": "Harbinger",
"untranslated": "description, extra, name"
},
"Merchant": {
"description": "+1 Card<br>+1 Action<n>The first time you play a Silver this turn, +1 Coin.",
"extra": "When you play Merchant, you draw a card and get +1 Action.<n>If you end up playing a Silver later in the turn, it comes with 1 Coin.<n>If you play more than one Merchant, each gives you 1 Coin when you play that first Silver; but if you play more than one Silver, you only get the 1 Coin for the first Silver.<n><n>If you manage to play a Merchant after playing a Silver, the Merchant gives you no bonus (for the previous Silver or for any Silvers you might play later in the turn).<n>Playing Throne Room on Merchant will give you 2 Coin when you play your first Silver.",
"name": "Merchant",
"untranslated": "description, extra, name"
},
"Poacher": {
"description": "+1 Card<br>+1 Action<br>+1 Coin<n>Discard a card per empty Supply pile.",
"extra": "You draw your one card before discarding.<n>If there are no empty piles, you do not discard.<n>If there is one empty pile, you discard one card; if there are two empty piles, you discard two cards, and so on.<n>This includes all Supply piles, including Curses, Coppers, Poacher itself, etc.<n>If you do not have enough cards to discard, just discard the rest of your hand.<n><n>Non-Supply piles, such as Spoils, do not matter to Poacher.",
"name": "Poacher",
"untranslated": "description, extra, name"
},
"Sentry": {
"description": "+1 Card<br>+1 Action<n>Look at the top 2 cards of your deck. Trash and/or discard any number of them.<n>Put the rest back on top in any order.",
"extra": "First you draw a card and get +1 Action.<n>Then you look at the top 2 cards of your deck.<n>You can trash both, or discard both, or put both back in either order; or you can trash one and discard one, or trash one and put one back, or discard one and put one back.",
"name": "Sentry",
"untranslated": "description, extra, name"
},
"Vassal": {
"description": "+2 Coin<n>Discard the top card of your deck. If it's an Action card, you may play it",
"extra": "If the card is an Action card, you can play it, but do not have to.<n>If you do play it, you move it into your play area and follow its instructions; this does not use up one of your Action plays for the turn.",
"name": "Vassal",
"untranslated": "description, extra, name"
},
"Advance": {
"description": "You may trash an Action card from your hand. If you do, gain an Action card costing up to 6 Coins.",
"extra": "If you do not trash an Action, nothing else happens.",
"name": "Advance",
"untranslated": "description, extra, name"
},
"Annex": {
"description": "Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.",
"extra": "You can do this even if the Duchy pile is empty.<n>The chosen cards stay in your discard pile when the other cards are shuffled into your deck.",
"name": "Annex",
"untranslated": "description, extra, name"
},
"Aqueduct": {
"description": "When you gain a Treasure, move 1<VP> from its pile to this. When you gain a Victory card, take the <VP> from this.<line>Setup: Put 8<VP> on the Silver and Gold piles.",
"extra": "If you gain a card that is both a Treasure and a Victory card, such as Humble Castle, you can resolve the abilities in either order.",
"name": "Aqueduct",
"untranslated": "description, extra, name"
},
"Archive": {
"description": "+1 Action<n>Set aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.",
"extra": "You look at three cards, and get one now, one next turn, and one the turn after that. Put the set-aside cards under Archive. If you play two Archives, they get separate sets of cards. If you Throne Room an Archive, keep the sets of cards separate; you get one from each each turn. If there are fewer than three cards, just set aside what you can, and Archive will run out of cards faster and still be discarded the turn it has no cards left.",
"name": "Archive",
"untranslated": "description, extra, name"
},
"Arena": {
"description": "At the start of your Buy phase, you may discard an Action card. If you do, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "With Villa it is possible for your Buy phase to start twice or more in a turn; you can make use of Arena each time.",
"name": "Arena",
"untranslated": "description, extra, name"
},
"Bandit Fort": {
"description": "When scoring, -2<VP> for each Silver and each Gold you have.",
"extra": "For example with 3 Silvers and 1 Gold, you would get -8<VP>.<n>Scores can go negative.",
"name": "Bandit Fort",
"untranslated": "description, extra, name"
},
"Banquet": {
"description": "Gain 2 Coppers and a non-Victory card costing up to 5 Coins.",
"extra": "You can do this even if the Copper pile is empty.",
"name": "Banquet",
"untranslated": "description, extra, name"
},
"Basilica": {
"description": "When you buy a card, if you have 2 Coins or more left, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "This happens each time you buy a card.<n>For example with 4 Coin and 3 Buys, you could buy Copper, then Copper, then Silver, taking 2<VP>, then 2<VP>, then none.",
"name": "Basilica",
"untranslated": "description, extra, name"
},
"Baths": {
"description": "When you end your turn without having gained a card, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "Any way you gain a card will stop you from getting <VP> from this that turn.",
"name": "Baths",
"untranslated": "description, extra, name"
},
"Battlefield": {
"description": "When you gain a Victory card, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "You take the <VP> whether you bought the Victory card or gained it another way.",
"name": "Battlefield",
"untranslated": "description, extra, name"
},
"Bustling Village": {
"description": "+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
"extra": "You can look through your discard pile even if you know there are no Settlers in it.",
"name": "Bustling Village",
"untranslated": "description, extra, name"
},
"Capital": {
"description": "6 Coins<br>+1 Buy<line>When you discard this from play, take 6 Debt, and then you may pay off Debt.",
"extra": "When you discard this from play (normally, in the Clean-up phase of the turn you played it), you get 6 Debt, and then get an extra opportunity to pay off Debt with Coins, right then. You do not get the Debt if you did not discard it from play - for example, if you trash it due to Counterfeit (from Dark Ages). You only get Debt per copy of Capital discarded; for example if you use Crown to play Capital twice, you still only get 6 Debt when you discard it from play.",
"name": "Capital",
"untranslated": "description, extra, name"
},
"Castles": {
"description": "Sort the Castle pile by cost, putting the more expensive Castles on the bottom. For a 2-player game, use only one of each Castle. Only the top card of the pile can be gained or bought.",
"extra": "Humble Castle and King's Castle count themselves. Small Castle gains you the top Castle, whichever one that is. Haunted Castle works whether you buy it or gain it some other way, provided that it is your turn. You can pick either option on Sprawling Castle regardless of how many Duchies and Estates are left in the piles. Grand Castle counts both Victory cards in play - such as an Opulent Castle - and Victory cards in your hand.",
"name": "Castles",
"untranslated": "description, extra, name"
},
"Catapult": {
"description": "+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.",
"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. If you have no cards in hand left to trash, neither thing happens.",
"name": "Catapult",
"untranslated": "description, extra, name"
},
"Chariot Race": {
"description": "+1 Action<n>Reveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +1 Coin and +1<VP>.",
"extra": "You and the player to your left reveal your top cards; yours goes into your hand, theirs goes back on their deck. If your card cost more you get +1 Coin and +1<VP>; you can put the token on the Chariot Race to remind you that it made +1 Coin this turn. If it is a tie, your card did not cost more. With Debt, your card costs more only if both Coin and Debt amounts are larger, or one is larger and the other the same. For example Fortune (8 Coins 8 Debt) costs more than Overlord (5 Debt), but Overlord does not cost more than Silver, and Silver does not cost more than Overlord. If either player has no card to reveal, your card does not cost more.",
"name": "Chariot Race",
"untranslated": "description, extra, name"
},
"Charm": {
"description": "When you play this, choose one: +1 Buy and +2 Coin; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.",
"extra": "These are cumulative, and each Charm does not have to gain a different card, just a different card from the one bought. For example if you play two Charms and buy a Forum, you could gain two Duchies. The card gained from Charm is gained before gaining the card you bought, which may matter when cards do things when gained. For example if you buy Villa and gain Rocks via Charm, you will first gain a Silver to your deck due to Rocks, then get +1 Action and return to your Action phase due to Villa. The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs 8 Debt, but not Fortune, which costs 8 Coin 8 Debt.",
"name": "Charm",
"untranslated": "description, extra, name"
},
"City Quarter": {
"description": "+2 Actions<n>Reveal your hand. +1 Card per Action card revealed.",
"extra": "Cards with multiple types that include Action, such as Crown, are Actions.",
"name": "City Quarter",
"untranslated": "description, extra, name"
},
"Colonnade": {
"description": "When you buy an Action card, if you have a copy of it in play, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "For example with Settlers in play, buying another Settlers gets you 2<VP> from here.<n>Cards from the same pile are not necessarily copies of each other; for example Bustling Village is not a copy of Settlers.",
"name": "Colonnade",
"untranslated": "description, extra, name"
},
"Conquest": {
"description": "Gain 2 Silvers. +1<VP> per Silver you've gained this turn.",
"extra": "This counts the two Silvers it gives you (provided that there were Silvers left to gain).<n>For example, with 12 Coin and 2 Buys and having gained no Silvers earlier in the turn, you could buy Conquest twice, getting two Silvers, then +2<VP>, then two more Silvers, then +4<VP>.",
"name": "Conquest",
"untranslated": "description, extra, name"
},
"Crown": {
"description": "If it's your Action phase, you may play an Action from your hand twice. If it's your Buy phase, you may play a Treasure from your hand twice.",
"extra": "If you play this in your Action phase, you play an Action card from your hand, then play the same card again; this does not use up any extra Actions you have. If you play this in your Buy phase, you play a Treasure from your hand, then play it again; this does not use up any Actions at all. Crown can be used to play another Crown in either your Action or Buy phase, causing you to either play two more Actions twice each, or two more Treasures twice each. If you play Crown in your Action phase via something that lets you play Treasures (like Storyteller from Adventures), Crown will still play an Action card twice.",
"name": "Crown",
"untranslated": "description, extra, name"
},
"Defiled Shrine": {
"description": "When you gain an Action, move 1<VP> from its pile to this. When you buy a Curse, take the <VP> from this.<line>Setup: Put 2<VP> on each non-Gathering Action Supply pile.",
"extra": "Note that this triggers on gaining an Action, whether bought or otherwise gained, but only on buying Curse, not on gaining Curse other ways.<n><VP> tokens will go on Ruins (from Dark Ages) when used, but not on Farmers' Market, Temple, or Wild Hunt (the three Action - Gathering cards).",
"name": "Defiled Shrine",
"untranslated": "description, extra, name"
},
"Delve": {
"description": "+1 Buy<br>Gain a Silver.",
"extra": "Each purchase of Delve gives you back the Buy you used on it.<n>For example, if you have 7 Coins, you can Delve, then Delve, then buy a card for 3 Coins.",
"name": "Delve",
"untranslated": "description, extra, name"
},
"Dominate": {
"description": "Gain a Province. If you do, +9<VP>.",
"extra": "This does nothing once the Province pile is empty.",
"name": "Dominate",
"untranslated": "description, extra, name"
},
"Donate": {
"description": "After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.",
"extra": "Effects that happen due to trashing cards (such as Rocks) will happen before you shuffle.<n>This happens between turns, and so Possession (from Alchemy) will no longer be doing anything.",
"name": "Donate",
"untranslated": "description, extra, name"
},
"Emporium": {
"description": "+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
"extra": "This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
"name": "Emporium",
"untranslated": "description, extra, name"
},
"Encampment": {
"description": "+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.",
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder.",
"name": "Encampment",
"untranslated": "description, extra, name"
},
"Enchantress": {
"description": "Until your next turn, the first time each other play plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.<n><n>At the start of your next turn,<n>+2 Cards",
"extra": "Players revealing a card like Moat when this is played have to do it right then, not later, even though the attack will not hurt them until their turn. The first Action each other player plays, just on their next turn, will give them +1 Card +1 Action instead of what it would have normally done. This does not affect abilities below a dividing line; they still function. For example a player playing Sacrifice would get +1 Card +1 Action and not do anything Sacrifice normally does; a player playing Groundskeeper would get +1 Card +1 Action and would still get <VP> for gaining Victory cards. It can be helpful to turn the affected card sideways, to remember that it did not do what it normally did. Enchantress does not affect card abilities from cards played on previous turns; for example if an opponent plays Enchantress and you have an Archive out from a previous turn, on your turn you will first get a card from your Archive as normal, and then the first Action card actually played on that turn will be affected by Enchantress. If Enchantress affects a Crown played in a Buy phase, its player gets +1 Card +1 Action, but has no way to use the +1 Action, since it is their Buy phase (but it might matter e.g. if the player buys Villa).",
"name": "Enchantress",
"untranslated": "description, extra, name"
},
"Engineer": {
"description": "Gain a card costing up to 4 Coins. You may trash this. If you do, gain a card costing up to 4 Coins.",
"extra": "Engineer cannot gain copies of itself, or any other card with Debt in the cost. When you play it, you gain a card, then may trash Engineer to gain a second card (which can be the same as the first or different).",
"name": "Engineer",
"untranslated": "description, extra, name"
},
"Farmers' Market": {
"description": "+1 Buy<n>If there are 4 <VP> or more on the Farmers' Market Supply pile, take them and trash this. Otherwise, add 1 <VP> to the pile and then +1 Coin per 1 <VP> on the pile.",
"extra": "The first time this is played, it produces +1 Coin (and +1 Buy), the next time +2 Coin, then +3 Coin, then +4 Coin, then the next time the player takes the 4 <VP> (and gets no + _ Coin), then the next time it is back to +1 Coin. This still functions if the Farmers' Market pile is empty.",
"name": "Farmers' Market",
"untranslated": "description, extra, name"
},
"Fortune": {
"description": "+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
"extra": "You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
"name": "Fortune",
"untranslated": "description, extra, name"
},
"Forum": {
"description": "+3 Cards<br>+1 Action<n>Discard 2 cards.<line>When you buy this, +1 Buy.",
"extra": "For example, with 13 Coin and only one Buy, you could buy a Forum, getting +1 Buy, then buy a Province.",
"name": "Forum",
"untranslated": "description, extra, name"
},
"Fountain": {
"description": "When scoring, 15<VP> if you have at least 10 Coppers.",
"extra": "You either get 15<VP> or 0<VP>; there is no extra bonus for having 20 Coppers.",
"name": "Fountain",
"untranslated": "description, extra, name"
},
"Gladiator": {
"description": "+2 Coin<n>Reveal a card from your hand. The player to your left may reveal a copy from their hand. If they do not, +1 Coin and trash a Gladiator from the Supply.",
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.",
"name": "Gladiator",
"untranslated": "description, extra, name"
},
"Groundskeeper": {
"description": "+1 Card<br>+1 Action<line>While this is in play, when you gain a Victory card, +1<VP>",
"extra": "This can trigger multiple times in a turn, for cards gained different ways. For example you could play Groundskeeper, then play Engineer gaining an Estate and taking 1<VP>, then in your Buy phase buy a Duchy taking another +1<VP>. Multiple Groundskeepers are cumulative. If you Crown a Groundskeeper, there is still just one Groundskeeper in play, so you only get +1<VP> per Victory card gained.",
"name": "Groundskeeper",
"untranslated": "description, extra, name"
},
"Keep": {
"description": "When scoring, 5<VP> per differently named Treasure you have, that you have more copies of than each other player, or tied for most.",
"extra": "This applies to each different Treasure being used in the game.<n>If all players have the same number of copies of a Treasure, they all get the 5<VP> for that Treasure.",
"name": "Keep",
"untranslated": "description, extra, name"
},
"Labyrinth": {
"description": "When you gain a 2nd card in one of your turns, take 2<VP> from here.<line>Setup: Put 6<VP> here per player.",
"extra": "This can only happen once per turn per player.<n>For example if you gain 4 cards in the same turn, only the second one will come with 2<VP>.",
"name": "Labyrinth",
"untranslated": "description, extra, name"
},
"Legionary": {
"description": "+3 Coin<n>You may reveal a Gold from your hand. If you do, each other player discards down to 2 cards in hand, then draws a card.",
"extra": "Players wishing to respond to the Attack (e.g. with Moat) must do so before you choose whether or not to reveal a Gold.",
"name": "Legionary",
"untranslated": "description, extra, name"
},
"Mountain Pass": {
"description": "When you are the first player to gain a Province, after that turn, each player bids once, up to 40 Debt, ending with you. High bidder gets +8<VP> and takes the Debt they bid.",
"extra": "This only happens the first time a player gains a Province; it does not matter if the Province was bought or not, or if Provinces have left the pile earlier due to Salt the Earth.<n>This happens between turns; Possession (from Alchemy) will not be in effect.<n>The player to the left of the player who got the Province bids first, then the player to their left and so on, ending with the player who got the Province.<n>Each bid can be a pass, or a higher bid than the previous bid.<n>Bids are in amounts of Debt, from 1 Debt to 40 Debt; a bid of 40 Debt cannot be beaten.<n>The player who bid the highest (if any) gets +8<VP> and takes the amount of Debt of their bid.",
"name": "Mountain Pass",
"untranslated": "description, extra, name"
},
"Museum": {
"description": "When scoring, 2<VP> per differently named card you have.",
"extra": "Multiple cards from the same pile can score for this as long as they have different names.",
"name": "Museum",
"untranslated": "description, extra, name"
},
"Obelisk": {
"description": "When scoring, 2<VP> per card you have from the chosen pile.<line>Setup: Choose a random Action Supply pile.",
"extra": "All cards from the chosen pile count, even if they have different names (such as when it is a split pile).<n>Ruins (from Dark Ages), when used, can be the pile.",
"name": "Obelisk",
"untranslated": "description, extra, name"
},
"Orchard": {
"description": "When scoring, 4<VP> per differently named Action card you have 3 or more copies of.",
"extra": "Having 6 or more copies of a card confers no additional bonus.",
"name": "Orchard",
"untranslated": "description, extra, name"
},
"Overlord": {
"description": "Play this as if it were an Action card in the Supply costing up to 5 Coin. This is that card until it leaves play.",
"extra": "When you play this, you pick an Action card from the Supply that costs up to 5 Coin, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. For example, with Village in the Supply, you could play Overlord as Village and get +1 Card +2 Actions. Overlord also gets the chosen card's cost, name, and types, until it leaves play. If you play Overlord as a card that moves itself somewhere, such as to the trash or the Supply, Overlord will do that; for example Overlord played as Encampment will be set aside and return to the Overlord pile at the start of Clean-up. If you play Overlord as a Duration card, or as a Throne Room on a Duration card, Overlord will stay in play the same way the Duration card or Throne Room would. If you play an Overlord multiple times such as via a Throne Room, you will only pick what to play it as the first time; the other times it will be the same thing. Once in play, Overlord is the thing it copied, rather than an Overlord; for example Colonnade will produce <VP> if you buy a copy of that card, but not if you buy an Overlord. Overlord can only be played as a visible card in the Supply, and the top card of a pile; it cannot be played as a card from an empty pile, or as a card that has not been uncovered from a split pile, or as a card from a split pile that has been bought out, or as a non-Supply card (like Mercenary from Dark Ages). Overlord cannot be played as Crown during a Buy phase, since Overlord itself is not a Treasure and so cannot be played in Buy phases.",
"name": "Overlord",
"untranslated": "description, extra, name"
},
"Palace": {
"description": "When scoring, 3<VP> per set you have of Copper - Silver - Gold.",
"extra": "For example, if you had 7 Coppers, 5 Silvers, and 2 Golds, that would be two sets of Copper - Silver - Gold, for 6<VP> total.",
"name": "Palace",
"untranslated": "description, extra, name"
},
"Patrician": {
"description": "+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.",
"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not.",
"name": "Patrician",
"untranslated": "description, extra, name"
},
"Plunder": {
"description": "+2 Coin<br>+1<VP>",
"extra": "This gives you a <VP> token every time you play it.",
"name": "Plunder",
"untranslated": "description, extra, name"
},
"Ritual": {
"description": "Gain a Curse. If you do, trash a card from your hand. +1<VP> per 1 Coin it cost.",
"extra": "This does nothing once the Curse pile is empty.<n>This only gives you +1<VP> per 1 Coin the trashed card cost; it does not give anything for Debt or Potion in costs.",
"name": "Ritual",
"untranslated": "description, extra, name"
},
"Rocks": {
"description": "+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
"extra": "If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
"name": "Rocks",
"untranslated": "description, extra, name"
},
"Royal Blacksmith": {
"description": "+5 Cards<n>Reveal your hand; discard the Coppers.",
"extra": "You discard both Coppers that were in your hand already, and Coppers drawn in the +5 Cards.",
"name": "Royal Blacksmith",
"untranslated": "description, extra, name"
},
"Sacrifice": {
"description": "Trash a card from your hand.<n>If it's an...<n>Action card, +2 Cards, +2 Actions<n>Treasure card, +2 Coin<n>Victory card, +2<VP>",
"extra": "If you trash a card with multiple types, you get all relevant bonuses; for example if you trash Crown, you get +2 Cards, +2 Actions, and +2 Coin. If you trash a card with no relevant types (such as Curse), you get nothing.",
"name": "Sacrifice",
"untranslated": "description, extra, name"
},
"Salt the Earth": {
"description": "+1<VP><n>Trash a Victory card from the Supply.",
"extra": "If the trashed card does something when trashed (such as Crumbling Castle), you do that thing.",
"name": "Salt the Earth",
"untranslated": "description, extra, name"
},
"Settlers": {
"description": "+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.",
"extra": "You can look through your discard pile even if you know there is no Copper in it.",
"name": "Settlers",
"untranslated": "description, extra, name"
},
"Tax": {
"description": "Add 2 Debt to a Supply pile.<line>Setup: Add 1 Debt to each Supply pile. When a player buys a card, they take the Debt from its pile.",
"extra": "Every Supply pile starts with 1 Debt, including Kingdom cards and basic cards like Silver.<n>The Event itself, when bought, adds 2 Debt to a single pile, whether or not that pile has any Debt on it already.<n>The Debt is taken by the next player to buy a card from that pile; gaining a card without buying it leaves the Debt on the pile.",
"name": "Tax",
"untranslated": "description, extra, name"
},
"Temple": {
"description": "+1<VP><n>Trash from 1 to 3 differently named cards from your hand. Add 1<VP> to the Temple Supply pile.<line>When you gain this, take the <VP> from the Temple Supply pile.",
"extra": "You get +1<VP>, trash 1, 2, or 3 cards with different names from your hand (for example a Copper and an Estate, but not two Coppers), then add 1<VP> (from the supply) to the Temple pile. Gaining a Temple (whether buying it or otherwise) gives you all the <VP> that has accumulated on the pile. The pile gets <VP> even if it is empty; this only matters if there is a way to return a Temple to the pile (like Ambassador from Seaside) or a way to gain one from the trash (like Graverobber from Dark Ages).",
"name": "Temple",
"untranslated": "description, extra, name"
},
"Tomb": {
"description": "When you trash a card, +1<VP>.",
"extra": "This works even when it is not your turn, such as when you trash a card to Swindler (from Intrigue), and works when told to trash a card that is not yours, such as with Salt the Earth.",
"name": "Tomb",
"untranslated": "description, extra, name"
},
"Tower": {
"description": "When scoring, 1<VP> per non-Victory card you have from an empty Supply pile.",
"extra": "A Supply pile is only empty if it has no cards in it; a split pile with half of the cards gone is not empty.<n>Victory cards do not count, but Curses do.",
"name": "Tower",
"untranslated": "description, extra, name"
},
"Triumph": {
"description": "Gain an Estate.<n>If you did, +1<VP> per card you've gained this turn.",
"extra": "You get +1<VP> per card you have gained, including the Estate, and any other cards bought or gained other ways; you do not get <VP> for Events bought.<n>Once the Estate pile is empty, this does nothing.",
"name": "Triumph",
"untranslated": "description, extra, name"
},
"Triumphal Arch": {
"description": "When scoring, 3<VP> per copy you have of the 2nd most common Action card among your cards (if it's a tie, count either).",
"extra": "For example, if you had 7 copies of Villa and 4 copies of Wild Hunt, you would score 12<VP>.",
"name": "Triumphal Arch",
"untranslated": "description, extra, name"
},
"Villa": {
"description": "+2 Actions<br>+1 Buy<br>+1 Coin<line>When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase.",
"extra": "If you gain this during your Action phase, such as with Engineer, you will put the Villa into your hand and get +1 Action (letting you, for example, play the Villa). If you gain this during your Buy phase (such as by buying it), you will put the Villa into your hand, get +1 Action, and return to your Action phase. This will let you play more Action cards (such as the Villa); when you are done with that you will return to your Buy phase, from the beginning - you can play more Treasures (and Arena will trigger again). If you buy Villa, that uses up your default Buy for the turn, however playing Villa will give you +1 Buy and so let you buy another card in your second Buy phase. If you gain this during another player's turn, you will put the Villa into your hand and get +1 Action, but will have no way to use that Action, since it is not your turn. It is possible to return to your Action phase multiple times in a turn via buying multiple Villas. Returning to your Action phase does not cause \"start of turn\" abilities to repeat; they only happen at the start of your turn.",
"name": "Villa",
"untranslated": "description, extra, name"
},
"Wall": {
"description": "When scoring, -1<VP> per card you have after the first 15.",
"extra": "For example, if you had 27 cards in your deck, you would score -12<VP> for Wall.<n>Scores can go negative.",
"name": "Wall",
"untranslated": "description, extra, name"
},
"Wedding": {
"description": "+1<VP><br>Gain a Gold.",
"extra": "You get the <VP> even if there are no Golds left.",
"name": "Wedding",
"untranslated": "description, extra, name"
},
"Wild Hunt": {
"description": "Choose one: +3 Cards and add 1<VP> to the Wild Hunt Supply pile; or gain an Estate, and if you do, take the <VP> from the pile.",
"extra": "If the Estate pile is empty, you can choose that option but will not get the <VP> tokens. Wild Hunt still functions normally if the Wild Hunt pile is empty.",
"name": "Wild Hunt",
"untranslated": "description, extra, name"
},
"Windfall": {
"description": "If your deck and discard pile are empty, gain 3 Golds.",
"extra": "If there are fewer than 3 Golds in the pile, just gain the remaining Golds.",
"name": "Windfall",
"untranslated": "description, extra, name"
},
"Wolf Den": {
"description": "When scoring, -3<VP> per card you have exactly one copy of.",
"extra": "Having no copies of a card, or two or more copies of a card, confers no penalty.<n>Scores can go negative.",
"name": "Wolf Den",
"untranslated": "description, extra, name"
},
"Advisor": {
"description": "+1 Action<n>Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.",
"extra": "If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand.",
"name": "Conseiller",
"untranslated": "description, extra"
},
"Baker": {
"description": "+1 Card<br>+1 Action<br>Take a Coin token.<line>Setup: Each player takes a Coin token.",
"extra": "When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.",
"name": "Boulanger",
"untranslated": "description, extra"
},
"Butcher": {
"description": "Take two Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.",
"extra": "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.",
"name": "Boucher",
"untranslated": "description, extra"
},
"Candlestick Maker": {
"description": "+1 Action<br>+1 Buy<br>Take a Coin token.",
"extra": "You get +1 Action and +1 Buy, and take a Coin token.",
"name": "Cirier",
"untranslated": "description, extra"
},
"Doctor": {
"description": "Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.<line>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.",
"extra": "When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coins, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again.",
"name": "Médecin",
"untranslated": "description, extra"
},
"Herald": {
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck.<br>If it is an Action, play it.<line>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.",
"extra": "When you play this, first draw a card and get +1 Action, then reveal the top card of your deck. If it is an Action card, play it; this is not optional. Playing the Action card does not \"use up\" one of your Action plays for the turn. Cards with multiple types, one of which is Action (such as Great Hall from Intrigue), are Action cards. If Herald plays a Duration card (from Seaside), the Herald is still discarded normally at end of turn, as it is not needed to track anything. When you buy this, you put one card from your discard pile on top of your deck for each extra 1 Coin you pay over the cost. For example, if you buy Herald for 6 Coins, you will put two cards from your discard pile on top of your deck. This card lets you look through your discard pile; normally you cannot. You cannot look through your discard pile first to see how much you want to overpay, and once you overpay you must put the appropriate number of cards on top of your deck if possible. If you overpay enough to put more cards on your deck than there are cards in your discard pile, you just put all of your discard pile onto your deck. You may not look through your discard pile if you buy Herald without overpaying for it. When you put multiple cards on your deck due to overpaying for a Herald, put them on your deck in any order.",
"name": "Héraut",
"untranslated": "description, extra"
},
"Journeyman": {
"description": "Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.",
"extra": "This draws you three cards that are not a particular card. First name a card. It does not have to be a card being used this game. Then reveal cards from the top of your deck until you have revealed three cards that are not the named card. If you run out of cards without finding three, shuffle your discard pile into your deck and continue. If you still cannot find three, stop. Put the cards you found that were not the named card into your hand and discard the rest.",
"name": "Compagnon",
"untranslated": "description, extra"
},
"Masterpiece": {
"description": "1 <*COIN*><line>When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.",
"extra": "This is a Treasure worth 1 Coin, like Copper. When you buy it, you gain a Silver for each extra 1 Coin you pay over the cost. For example, if you buy a Masterpiece for 6 Coins, you gain three Silvers.",
"name": "Chef-d'œuvre",
"untranslated": "description, extra"
},
"Merchant Guild": {
"description": "+1 Coin<line>While this is in play, when you buy a card, take a Coin token.",
"extra": "When you play this, you get +1 Buy and +1 Coin. While this is in play, any time you buy a card you also take a Coin token. Remember that you may only spend Coin tokens prior to buying cards, so you will not be able to immediately spend that Coin token. This ability is cumulative; if you have two Merchant Guilds in play, each card you buy will get you two Coin tokens. However if you play a Merchant Guild multiple times but only have one in play, such as with Throne Room (from Dominion) or King's Court (from Prosperity), you will only get one Coin token when you buy a card.",
"name": "Guilde des Marchands",
"untranslated": "description, extra"
},
"Plaza": {
"description": "+1 Card<br>+2 Actions<n>You may discard a Treasure card. If you do, take a Coin token.",
"extra": "First you get +1 card and +2 Actions; then you may discard a Treasure. You can discard the card you drew if it is a Treasure. If you discarded a Treasure card, you take a Coin token. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.",
"name": "Place du village",
"untranslated": "description, extra"
},
"Soothsayer": {
"description": "Gain a Gold. Each other player gains a Curse. Each player who did draws a card.",
"extra": "The Gold and Curses come from the Supply and go into discard piles. If there is no Gold left, you do not gain one. If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left. Each player who gained a Curse draws a card. This is not optional. A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card. A player who uses Watchtower (from Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card.",
"name": "Devin",
"untranslated": "description, extra"
},
"Stonemason": {
"description": "Trash a card from your hand. Gain 2 cards each costing less than it.<line>When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.",
"extra": "When you play this, trash a card from your hand, and gain two cards, each costing less than the card you trashed. Trashing a card is not optional. If you do not have any cards left in your hand to trash, you do not gain any cards. The two cards you gain can be different or the same. For example you could trash a Gold to gain a Duchy and a Silver. Gaining cards is not optional if you trashed a card. The gained cards come from the Supply and are put into your discard pile; if there are no cheaper cards in the Supply (for example if you trash a Copper), you do not gain any. If there is only one card in the Supply cheaper than the trashed card, you gain that one. The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as Inn from Hinterlands. When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid. The Action cards can be different or the same. For example, if you buy Stonemason for 6 Coins, you could gain two Heralds. The Action cards come from the Supply and are put into your discard pile. If there are no cards with the appropriate cost in the Supply, you do not gain one. Overpaying with a Potion (from Alchemy) will let you gain cards with Potion in the cost. Cards with multiple types, one of which is Action (such as Great Hall from Intrigue), are Action cards. If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing 0 Coins.",
"name": "Tailleur de pierre",
"untranslated": "description, extra"
},
"Taxman": {
"description": "You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.",
"extra": "You may trash a Treasure card from your hand. This is optional. Cards with multiple types, one of which is Treasure (like Harem from Intrigue), are Treasures. If you do trash a Treasure, each other player with at least five cards in hand discards a copy of it from her hand if she can, or reveals a hand with no copies of it, and you gain a Treasure costing up to 3 Coins more than the trashed Treasure, putting it on top of your deck. If there are no cards in your deck, it becomes the only card in your deck. You do not have to gain a more expensive Treasure; you may gain a Treasure with the same cost, or a cheaper Treasure. You have to gain a card if you trashed one though, if possible. The gained Treasure comes from the Supply.",
"name": "Percepteur",
"untranslated": "description, extra"
},
"Border Village": {
"description": "+1 Carte<br>+2 Actions<line>Lorsque vous recevez cette carte, recevez aussi une carte moins coûteuse.",
"extra": "Quand vous jouez ceci, vous piochez une carte et vous pouvez jouer deux autres Actions pendant ce tour. Lorsque vous recevez cette carte, vous recevez également une carte de la Réserve qui coûte moins cher que Village Frontalier. Normalement, ce sera une carte qui coûte jusqu'à 5 Coins, mais si Village Frontalier coûte moins que la normale, comme à cause de Route, alors la carte que vous recevez aura un coût maximal plus bas. Vous recevez seulement une carte quand vous recevez Village Frontalier, pas quand vous la jouez. Vous recevez une carte que vous ayez reçu Village Frontalier en l'achetant, ou d'une autre manière.",
"name": "Village frontalier"
},
"Cache": {
"description": "3 <*COIN*><line>Lorsque vous recevez cette carte, recevez 2 cartes <i>Cuivre</i>.",
"extra": "C'est un trésor qui vaut 3 Coins, comme Or. Quand vous le recevez, vous recevez également deux Cuivres de la Réserve. S'il ne reste plus deux Cuivres, recevez-en le plus possible. Vous recevez seulement des Cuivres quand vous recevez la Cache, pas quand vous la jouez. Vous recevez des Cuivres que vous ayez reçu la Cache en l'achetant, ou que vous l'ayez reçue d'une autre manière.",
"name": "Cache"
},
"Cartographer": {
"description": "+1 Carte<br>+1 Action<n>Consultez les 4 premières cartes de votre deck. Défaussez celles de votre choix. Replacez les autres sur votre deck dans l'ordre de votre choix.",
"extra": "Vous piochez une carte en premier, puis vous consultez les 4 premières cartes de votre deck. S'il reste moins de 4 cartes dans votre deck, consultez les cartes restantes et mélangez votre défausse (qui n'inclut pas ces cartes) pour piocher les cartes restantes à consulter. S'il n'y a toujours pas assez de cartes, consultez-en autant que vous le pouvez. Défaussez autant de cartes que vous voulez parmi celles consultées - aucune, toutes les 4, ou entre les deux - et placez les cartes restantes sur votre deck dans n'importe quel ordre. S'il n'y avait plus de cartes dans votre deck, celles-ci deviennent les seules cartes de votre deck. Vous ne dévoilez pas les cartes que vous remettez sur votre deck.",
"name": "Cartographe"
},
"Crossroads": {
"description": "Dévoilez votre main.<n>+1 Carte par carte <i>Victoire</i> dévoilée. Si c'est la première fois que vous jouez une carte <i>Carrefour</i> ce tour-ci, +3 Actions.",
"extra": "D'abord, dévoilez votre main et piochez une carte pour chaque carte Victoire que vous avez révélée, le cas échéant. Les cartes révélées restent toutes dans votre main. Les cartes avec deux types, dont l'un est Victoire, sont des cartes Victoire. Ensuite, si c'est la première fois que vous jouez un Carrefour ce tour-ci, vous obtenez +3 Actions. Les Carrefours suivants joués ce tour-ci vous donneront des cartes mais pas des actions. En utilisant une carte qui vous permet de jouer une carte à plusieurs reprises (comme Salle du Trône de Dominion) sur Carrefour, vous jouerez Carrefour plusieurs fois, en obtenant +3 Actions la première fois mais pas les suivantes.",
"name": "Carrefour"
},
"Develop": {
"description": "Écartez une carte de votre main. Recevez une carte coûtant exactement 1 Coin de plus que la carte écartée et une carte coûtant exactement 1 Coin de moins. Placez les cartes reçues sur votre deck dans l'ordre de votre choix.",
"extra": "Écartez d'abord une carte de votre main, si vous avez au moins une carte en main. Développement n'est plus dans votre main et ne peut donc pas s'écarter elle-même (bien qu'elle puisse écarter d'autres copies de Développement). Si vous avez écarté une carte, recevez deux cartes, l'une coûtant exactement 1 Coin de plus que la carte écartée, et une qui coûte exactement 1 Coin de moins que la carte écartée. Les cartes reçues proviennent de la Réserve; recevez-les dans n'importe quel ordre. S'il n'y a pas de carte correspondant à l'un des coûts dans la Réserve, recevez l'autre carte si vous le pouvez. Placez les cartes reçues sur votre deck au lieu de votre défausse. Si vous écartez un Cuivre, qui coûte 0 Coin, avec Développement vous essaierez mais ne pourrez pas recevoir une carte coûtant -1 pièces (et essayerez ensuite de recevoir une carte coûtant 1 Coin).",
"name": "Développement"
},
"Duchess": {
"description": "+2 Coins<n>Tous les joueurs (vous aussi) consultent la première carte de leur deck et la défaussent ou la replacent.<line>Dans une partie avec cette carte, vous pouvez recevoir une <i>Duchesse</i> lorsque vous recevez un <i>Duché</i>.",
"extra": "Quand vous jouez ceci, vous obtenez +2 Coins et chaque joueur, y compris vous, consulte la carte du dessus de son deck et choisit de la défausser ou de la remettre au dessus. N'importe quel joueur sans cartes dans son deck mélange d'abord sa défausse; tout joueur qui n'a toujours aucune carte à regarder n'en regarde aucune. Quand un joueur reçoit un Duché dans une partie avec Duchesse dans la Réserve, ce joueur peut également recevoir une Duchesse de la Réserve. Cela fonctionne si le joueur a reçu un Duché en l'achetant, ou en le recevant d'une autre manière. Duchesse n'interagit pas de manière particulière avec la carte promotionnelle Marché Noir.",
"name": "Duchesse"
},
"Embassy": {
"description": "+5 Cartes<br>Défaussez 3 cartes.<line>Lorsque vous recevez cette carte, tous vos adversaires reçoivent une carte <i>Argent</i>.",
"extra": "Lorsque vous jouez ceci, vous piochez cinq cartes, puis en défaussez trois. Les cartes que vous défaussez peuvent être celles qui étaient dans votre main et/ou celles que vous venez de piocher. Vous défaussez trois cartes si vous le pouvez, même si vous n'avez pas réussi à piocher toutes les cinq cartes (parce que vous n'aviez plus assez de cartes dans votre deck et dans votre défausse). Si vous n'avez pas trois cartes à défausser, vous en défaussez autant que vous le pouvez. Lorsque vous recevez ceci, tous les autres joueurs reçoivent un Argent. Les joueurs reçoivent seulement des Argents quand vous recevez l'Ambassade, pas quand vous la jouez. Ils reçoivent des Argents que vous avez reçu l'Ambassade en l'achetant, ou d'une autre manière. Recevoir des Argents est obligatoire pour vos adversaires. Les Argents proviennent de la Réserve. S'il n'y a pas assez d'Argents à distribuer, distribuez-les dans l'ordre du tour, en commençant par le joueur à la gauche de celui qui a reçu l'Ambassade.",
"name": "Ambassade"
},
"Farmland": {
"description": "2<*VP*><line>Lorsque vous achetez cette carte, écartez une carte de votre main. Recevez une carte coûtant exactement 2 Coins de plus que la carte écartée.",
"extra": "Ceci est une carte Victoire, pas une carte Action. Elle vaut 2 points de victoire à la fin de la partie. Quand vous l'achetez, vous écartez une carte de votre main si possible, et si vous le faites, vous recevez une carte de la Réserve coûtant exactement 2 Coins de plus que la carte écartée (si possible). S'il n'y a plus de cartes dans votre main à écarter, vous n'écartez pas de carte et vous n'en recevez aucune, et si vous écartez une carte mais qu'il n'y a pas de cartes coûtant exactement 2 Coins de plus que la carte écartée, vous ne recevez pas de carte. Cette capacité ne fonctionne que lorsque vous achetez Terre Agricole, pas lorsque vous la recevez d'une autre manière. Lors de la mise en place, placez les 12 Terres Agricoles dans la Réserve pour une partie à 3 joueurs ou plus, mais seulement 8 pour une partie à 2 joueurs.",
"name": "Terre agricole"
},
"Fool's Gold": {
"description": "Si c'est la première carte <i>Or des fous</i> que vous jouez ce tour-ci, elle vaut 1 Coin, sinon elle vaut 4 Coins.<line>Lorsqu'un autre joueur reçoit une carte <i>Province</i>, vous pouvez écarter cette carte de votre main. Dans ce cas, recevez une carte <i>Or</i> que vous placez sur votre deck.",
"extra": "Cette carte est à la fois un Trésor et une Réaction. Elle peut être jouée lors de votre phase Achat comme les autres Trésors. Quand vous la jouez, elle vaut 1 Coin si c'est la première fois que vous jouez un Or des Fous ce tour-ci, sinon elle vaut 4 Coins. Donc, si vous jouez trois Or des Fous pendant le même tour, le premier vaut 1 Coin, le second vaut 4 Coins et le troisième vaut 4 Coins. L'Or des Fous est également une Réaction. Quand un autre joueur reçoit une Province, vous pouvez écarter l'Or des Fous de votre main; si vous le faites, vous recevez un Or de la Réserve, en le plaçant sur votre Deck plutôt que dans votre défausse. S'il n'y a pas de carte dans votre deck, l'Or reçu devient la seule carte de votre deck. S'il n'y a plus de cartes Or dans la Réserve, vous n'en recevez pas, mais vous pouvez toujours écarter l'Or des Fous. Cette Réaction n'est utilisable que lorsqu'un autre joueur reçoit une Province, pas vous. Elle est utilisable qu'une Province ait été achetée ou reçue d'une autre manière.",
"name": "Or des fous"
},
"Haggler": {
"description": "+2 Coins<line>Lorsque cette carte est en jeu et que vous achetez une carte, vous recevez une carte coûtant moins que la carte achetée. La carte reçue ne peut pas être une carte <i>Victoire</i>.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +2 Coins. Tant que cette carte est en jeu, lorsque vous achetez une carte, vous en recevez une autre moins chère qui n'est pas une carte Victoire. Par exemple, vous pourriez acheter une Province et recevoir un Or via le Marchandeur. Recevoir une carte n'est pas facultatif. La carte reçue provient de la Réserve et est mise dans votre défausse. Marchandeur ne vous donne une carte supplémentaire que lorsque vous achetez une carte, pas quand vous en recevez une d'une autre manière (par exemple avec Marchandeur lui-même). S'il n'y a pas de carte moins chère disponible dans la Réserve (par exemple si vous achetez un Cuivre), vous ne recevez pas de carte. Utiliser une carte qui vous permet de jouer une carte plusieurs fois (comme Salle du Trône de Dominion) sur Marchandeur ne vous rapporte pas deux cartes ou plus par carte achetée, car il n'y a toujours qu'une seule copie de Marchandeur en jeu. Le bonus est cumulatif : si vous avez trois Marchandeurs en jeu, vous recevrez trois cartes de plus pour chaque carte que vous achetez. Les cartes avec deux types, dont Victoire, sont des cartes Victoire et ne peuvent donc pas être reçues avec Marchandeur.",
"name": "Marchandeur"
},
"Highway": {
"description": "+1 Carte<br>+1 Action<line>Lorsque cette carte est en jeu, les cartes coûtent 1 Coin de moins, au minimum 0 Coin.",
"extra": "Cette carte rend toutes les cartes moins chères (jusqu'à un minimum de 0 Coins) tant qu'elle est en jeu. Quand elle n'est plus en jeu, elle cesse de rendre les cartes moins chères. Ceci s'applique aux cartes partout - cartes dans la Réserve, cartes en main, cartes dans les decks. Par exemple, si vous avez joué Route, puis Développement (en écartant un Cuivre), vous pourriez recevoir un Domaine, car il coûterait 1 Coin tandis que le Cuivre coûterait toujours 0 Coins. L'utilisation d'une carte qui vous permet de jouer plusieurs fois une autre carte (comme Salle du Trône de Dominion) sur Route ne réduira pas plusieurs fois le coût des cartes, car il n'y a toujours qu'une seule copie de Route en jeu. Le bonus est cumulatif; si vous avez trois Routes en jeu, toutes les cartes coûtent 3 Coins de moins (jusqu'à un minimum de 0 Coins).",
"name": "Route"
},
"Ill-Gotten Gains": {
"description": "1 <*COIN*><n>Lorsque vous jouez cette carte, vous pouvez recevoir une carte <i>Cuivre</i> que vous ajoutez à votre main.<line>Lorsque vous recevez cette carte, tous vos adversaires reçoivent une <i>Malédiction</i>.",
"extra": "Cette carte est un Trésor valant 1 Coin, comme Cuivre. Lorsque vous la jouez, vous pouvez recevoir un Cuivre. Le Cuivre reçu provient de la Réserve et est placé dans votre main; vous pouvez immédiatement le jouer. S'il n'y a plus de Cuivre dans la réserve, vous n'en recevez pas. Lorsque vous recevez Argent Noir, chaque autre joueur reçoit une Malédiction. Cela se produit que vous ayez reçu Argent Noir en l'achetant, ou de toute autre manière. Les Malédictions viennent de la Réserve et vont dans les piles de défausse. S'il n'y a pas assez de Malédictions à distribuer, distribuez-les dans l'ordre du tour, en commençant par le joueur à gauche de celui qui a reçu Argent Noir. Argent Noir n'est pas une Attaque, et la recevoir n'est pas une Attaque; les cartes comme Douves de Dominion ne fonctionnent donc pas contre elle.",
"name": "Argent noir"
},
"Inn": {
"description": "+2 Cartes<br>+2 Actions<br>Défaussez 2 cartes.<line>Lorsque vous recevez cette carte, consultez votre défausse (incluant cette carte), dévoilez autant de cartes <i>Action</i> que vous voulez de votre défausse et mélangez-les dans votre deck.",
"extra": "Lorsque vous jouez cette carte, vous piochez 2 cartes, obtenez +2 Actions, puis défaussez 2 cartes. Les cartes que vous défaussez peuvent être celles qui étaient dans votre main et/ou celles que vous venez de piocher. Vous défaussez des cartes si possible, même si vous n'avez pas pu piocher 2 cartes. Quand vous recevez cette carte, vous regardez dans votre défausse (ce qui est normalement interdit) et vous mélangez n'importe quel nombre de cartes Action dans votre deck (en laissant le reste de votre défausse dans votre défausse). Vous n'avez pas à mélanger au moins une carte Action dans votre deck. Vous pouvez mélanger l'Auberge que vous venez de recevoir dans votre deck; c'est une carte Action dans votre défausse. Les cartes avec deux types, dont Action, sont des cartes Action. Vous devez révéler les cartes Action que vous choisissez de mélanger dans votre deck. L'ordre dans lequel vous laissez votre défausse n'est pas important. Cette capacité fonctionne que vous ayez reçu Auberge en l'achetant, ou de toute autre manière.",
"name": "Auberge"
},
"Jack of all Trades": {
"description": "Recevez une carte <i>Argent</i>.<n>Consultez la première carte de votre deck; défaussez-là ou replacez-là.<n>Piochez pour avoir 5 cartes en main.<n>Vous pouvez écarter une carte de votre main qui n'est pas une carte <i>Trésor</i>.",
"extra": "Cette carte fait quatre choses distinctes, dans l'ordre indiqué; vous les faites toutes (seule la dernière est facultative). D'abord, recevez un Argent de la Réserve, en le plaçant dans votre défausse. S'il n'y a plus d'Argent dans la Réserve, vous n'en recevez pas. Deuxièmement, consultez la carte du dessus de votre deck et défaussez-la ou remettez-la en place. S'il n'y a plus de cartes dans votre deck, mélangez votre défausse pour obtenir une carte à consulter (cela va mélanger l'Argent que vous venez de recevoir). S'il n'y a toujours pas de cartes, vous n'en consultez aucune. Troisièmement, piochez des cartes jusqu'à ce que vous ayez au moins cinq cartes en main. Si vous avez déjà cinq cartes ou plus en main, vous ne piochez aucune carte. S'il n'y a plus assez de cartes à piocher entre votre deck et votre défausse, piochez ce que vous pouvez. Quatrièmement, vous pouvez écarter une carte de votre main qui n'est pas une carte Trésor. Les cartes avec deux types, dont Trésor, sont des Trésors.",
"name": "Touche-à-tout"
},
"Mandarin": {
"description": "+3 Coins<br>Placez une carte de votre main sur le dessus de votre deck.<line>Lorsque vous recevez cette carte, placez toutes vos cartes <i>Trésor</i> en jeu sur le dessus de votre deck, dans l'ordre de votre choix.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +3 Coins et mettez une carte de votre main sur votre deck. Si vous n'avez plus de cartes en main, vous ne placez pas de carte sur votre deck. S'il n'y a plus de cartes dans votre deck, la carte que vous placez au dessus devient la seule carte de votre deck. Lorsque vous recevez cette carte, vous placez tous vos Trésors actuellement en jeu sur le dessus de votre deck, dans n'importe quel ordre. Vous n'avez pas besoin de montrer cet ordre aux autres joueurs. Vous devez mettre tous vos trésors sur votre deck; vous ne pouvez pas en laisser certains. Vous ne placez que des Trésors en jeu sur votre deck, pas des Trésors non joués de votre main. Cela ne vous empêche pas d'avoir les pièces que vous avez obtenues en jouant ces Trésors; par exemple, si vous avez +1 Achat, jouez quatre Ors et achetez un Mandarin, vous placez les Ors sur votre deck, et vous avez encore 7 Coins à dépenser. Le Mandarin met vos Trésors joués sur votre deck, que vous l'ayez reçu en l'achetant ou reçu d'une autre manière, bien que normalement vous n'aurez des Trésors en jeu que pendant votre phase Achat.",
"name": "Mandarin"
},
"Margrave": {
"description": "+3 Cartes<br>+1 Achat<br>Tous vos adversaires piochent une carte. Ensuite, ils défaussent pour n'avoir que 3 cartes en main.",
"extra": "Vous piochez 3 cartes et obtenez +1 Achat. Chaque autre joueur pioche une carte, puis défausse jusqu'à n'avoir que 3 cartes en main. Les autres joueurs sont obligés de piocher une carte. Un joueur qui n'a que 3 cartes (ou moins) en main après avoir pioché ne défausse pas de carte.",
"name": "Margrave"
},
"Noble Brigand": {
"description": "+1 Coin<n>Lorsque vous achetez ou jouez cette carte, tous vos adversaires dévoilent les 2 premières cartes de leur deck. Si une carte <i>Or</i> ou <i>Argent</i> est dévoilée, ils en écartent une, de votre choix, et défaussent l'autre. Ceux qui n'ont pas dévoilé de Trésor reçoivent un <i>Cuivre</i>. Vous recevez les cartes écartées.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Coin. Lorsque vous jouez cette carte et lorsque vous l'achetez, chaque autre joueur révèle les deux cartes au sommet de son deck, écarte un Argent ou un Or qu'il a révélé (selon votre choix), et défausse le reste. Chaque joueur qui n'a pas révélé de Trésor reçoit un Cuivre de la Réserve, le mettant dans sa défausse. Enfin, vous recevez tous les Argents et les Ors ayant été écartés de cette façon. Cette action ne peut écarter aucun trésor autre qu'Argent ou Or. Recevoir un Noble Brigand sans l'acheter ne déclenche pas cette capacité. Noble Brigand est une carte Attaque, et quand vous la jouez, les autres joueurs peuvent utiliser des cartes comme Douves de Dominion ou Chambre Secrète d'Intrigue en réaction. Cependant, l'achat d'un Noble Brigand n'est pas \"jouer une carte Attaque\", et donc des cartes comme Douves ne peuvent pas y réagir.",
"name": "Noble brigand"
},
"Nomad Camp": {
"description": "+1 Achat<br>+2 Coins<line>Lorsque vous recevez cette carte, placez-là sur votre deck.",
"extra": "Lorsque vous recevez cette carte, elle se place sur votre deck plutôt que sur votre défausse, que vous l'ayez reçue en l'achetant ou reçue d'une autre manière. Si il n'y avait aucune carte dans votre deck, elle devient la seule carte de votre deck.",
"name": "Campement nomade"
},
"Oasis": {
"description": "+1 Carte<br>+1 Action<br>+1 Coin<br>Défaussez une carte.",
"extra": "Vous piochez avant de défausser. Vous pouvez défausser la carte que vous avez piochée. Si vous êtes incapable de piocher une carte (parce que vous n'avez plus de carte dans votre deck, et aucune dans votre défausse pour mélanger), vous pouvez toujours défausser une carte si possible.",
"name": "Oasis"
},
"Oracle": {
"description": "Tous les joueurs (vous aussi) dévoilent les 2 premières cartes de leur deck et vous choisissez pour chacun : soit il les défausse, soit il les remet sur le dessus de son deck dans l'ordre de son choix.<n>+2 Cartes",
"extra": "Tout d'abord, chaque joueur, y compris vous, dévoile les deux premières cartes de son deck, et soit les défausse toutes les deux, soit les remet toutes les deux (selon votre choix). Un joueur remettant les cartes les remet dans l'ordre qu'il choisit, sans avoir besoin de révéler cet ordre. Ensuite, vous piochez deux cartes. Donc, si vous remettez les cartes que vous avez dévoilées sur votre deck, vous les piocherez.",
"name": "Oracle"
},
"Scheme": {
"description": "+1 Carte<br>+1 Action<n>Au début de la phase <b>Ajustement</b> de ce tour, vous pouvez choisir une carte <i>Action</i> que vous avez en jeu. Si vous la défaussez de votre zone de jeu ce tour-ci, placez-la sur votre deck.",
"extra": "Lorsque vous jouez cette carte, vous obtenez +1 Carte et +1 Action, et un effet se produira plus tard dans le tour, au début de la phase Ajustement. À ce moment-là, vous pouvez éventuellement choisir une carte Action que vous avez en jeu. Si vous la défaussez ce tour-ci, comme vous le faites normalement, vous la replacez sur votre deck. Cela se produit avant que vous ne tiriez des cartes pour le prochain tour. La carte Action que vous choisissez peut être Complot elle-même, ou toute autre carte Action que vous avez en jeu, qui aurait pu être jouée avant ou après avoir joué Complot. Si la carte Action n'est pas défaussée pendant l'Ajustement, par exemple parce qu'il s'agit d'une carte Durée de Rivages qui a été jouée ce tour-ci, elle ne sera pas mise au-dessus de votre deck.",
"name": "Complot"
},
"Silk Road": {
"description": "Vaut 1 <VP> pour chaque tranche de 4 cartes <i>Victoire</i> dans votre deck (arrondie à l'unité inférieure).",
"extra": "Ceci est une carte Victoire, pas une carte Action. Elle ne fait rien jusqu'à la fin de la partie, où elle vaut 1 point de victoire par tranche de 4 cartes Victoire dans votre deck (en comptant toutes vos cartes : votre défausse et votre main font partie de votre deck à ce moment-là). Les Routes de la Soie se comptent elles-mêmes. Vous devez arrondir vers le bas; si vous avez 11 cartes Victoire, une Route de la Soie vaut 2 points de victoire. Pendant la mise en place, mettez les 12 Routes de la Soie dans la Réserve pour une partie avec 3 joueurs ou plus, mais seulement 8 pour une partie à 2 joueurs. Les cartes avec plusieurs types, dont Victoire, sont des cartes Victoires et sont donc comptées par Route de la Soie.",
"name": "Route de la soie"
},
"Spice Merchant": {
"description": "Vous pouvez écarter une carte Trésor de votre main. Dans ce cas, choisissez :<n>+2 Cartes et +1 Action;<br>ou +2 Coins and +1 Achat.",
"extra": "Vous pouvez écarter une carte Trésor de votre main. Ce n'est pas obligatoire. Si vous avez écarté une carte Trésor, vous choisissez soit d'obtenir +2 Cartes et +1 Action, soit +2 Coins et +1 Achat.",
"name": "Marchand d'épices"
},
"Stables": {
"description": "Vous pouvez défausser une carte Trésor.<br>Dans ce cas, +3 Cartes et +1 Action.",
"extra": "Vous pouvez défausser une carte Trésor de votre main. Ce n'est pas obligatoire. Si vous en avez défaussée une, vous obtenez +3 Cartes et +1 Action. Vous piochez après avoir défaussé, donc si vous devez mélanger pour obtenir les 3 cartes, vous mélangerez aussi la carte que vous avez défaussée.",
"name": "Écuries"
},
"Trader": {
"description": "Écartez une carte de votre main. Recevez un nombre de cartes <i>Argent</i> équivalant au nombre de pièces que coûte cette carte.<line>Lorsque vous recevez une carte, vous pouvez dévoiler cette carte de votre main. Dans ce cas, recevez une carte <i>Argent</i> à la place de l'autre carte.",
"extra": "Lorsque vous jouez cette carte, écartez une carte de votre main, et dans ce cas, recevez un nombre d'Argents égal au coût de cette carte en _ Coins. Les Argents viennent de la Réserve et sont mis dans votre défausse. S'il n'y a plus assez d'Argents, recevez autant d'Argents que vous le pouvez. Vous recevez seulement des Argents si vous avez écarté une carte. Si vous écartez une carte coûtant 0 Coins, comme Cuivre, vous ne recevez aucun Argent. Vous pouvez écarter un Argent si vous le voulez; vous recevrez alors 3 Argents. Si les coûts sont différents, par exemple après avoir joué Route, alors Troqueuse vous donnera un nombre différent d'Argents, en fonction des coûts actuels. Par exemple, si vous jouez Route et ensuite Troqueuse, en écartant un Domaine, vous ne recevrez qu'un seul Argent. Si vous écartez une carte avec Potion (d'Alchimie) dans son coût, vous ne recevez rien pour la Potion, seulement pour les _ Coins que la carte coûte. Troqueuse est aussi une réaction. Lorsque vous recevez une carte, que ce soit en l'ayant achetée ou d'une autre façon, vous pouvez dévoiler Troqueuse de votre main pour recevoir un Argent de la Réserve. Si vous faites cela, vous recevez un Argent, mais pas la carte que vous auriez reçue; si quelque chose était sensé se produire au moment de recevoir l'autre carte, cela ne se produira pas, parce que vous ne l'avez pas reçue. Par exemple, si vous achetez Argent Noir mais utilisez Troqueuse pour recevoir un Argent à la place, personne ne recevra une Malédiction. Cependant, si quelque chose est sensé se produire lorsque vous achetez une carte, cela se produira même si, au lieu de recevoir la carte, vous décidez de recevoir un Argent. Par exemple, vous pouvez acheter Terre Agricole, écarter une carte de votre main et en recevoir une coûtant 2 Coins de plus, puis utiliser Troqueuse pour recevoir un Argent plutôt que Terre Agricole. Si la carte que vous alliez recevoir n'allait pas dans votre défausse, l'Argent ira quand même dans votre défausse; si la carte que vous alliez recevoir ne provenait pas de la Réserve, l'Argent provient quand même de la Réserve. S'il n'y a plus d'Argent dans la Réserve, vous pouvez toujours dévoiler Troqueuse lorsque vous recevez une carte; vous ne recevez alors rien à la place de la carte que vous auriez dû recevoir.",
"name": "Troqueuse"
},
"Tunnel": {
"description": "2 <*VP*><line>Lorsque vous défaussez cette carte à un autre moment que votre phase <b>Ajustement</b>, vous pouvez la dévoiler. Dans ce cas, recevez un <i>Or</i>.",
"extra": "Ceci est à la fois une carte Victoire et une Réaction. À la fin de la partie, Tunnel vaut 2 <VP>. La capacité de réaction de Tunnel fonctionne lorsque vous la défaussez. Vous ne pouvez pas simplement choisir de la défausser; quelque chose doit vous permettre de la défausser, ou vous y obliger. Cette capacité fonctionne si vous défaussez un Tunnel pendant votre tour (comme avec Oasis) ou celui de quelqu'un d'autre (comme avec Margrave). Elle fonctionne si le Tunnel est défaussé de votre main (par exemple avec Oasis) ou de votre deck, ou s'il est mis de côté (par exemple avec Cartographe). Si le Tunnel ne doit pas obligatoirement être dévoilé (par exemple en défaussant plusieurs cartes avec Cartographe), vous devez le dévoiler pour recevoir l'Or. Le dévoiler est facultatif, même si Tunnel a déjà été dévoilé pour une autre raison; vous n'êtes pas obligé de recevoir un Or. Cette capacité ne fonctionne pas si des cartes sont mises dans votre défausse sans être explicitement défaussées, comme lorsque vous achetez une carte, quand vous recevez une carte directement (comme avec Village Frontalier), quand votre deck est mis dans votre défausse (comme avec Chancelier de Dominion), ou quand les cartes écartées vous sont retournées à la fin du tour (avec Possession d'Alchimie). Elle ne fonctionne pas non plus pendant la phase Ajustement, lorsque vous défaussez normalement toutes vos cartes jouées et non jouées. Le mot clé à rechercher est une carte qui vous dit de \"défausser\" des cartes. L'Or que vous recevez provient de la Réserve et est mis dans votre défausse; s'il n'y a plus d'Or dans la Réserve, vous n'en recevez pas.",
"name": "Tunnel"
},
"Coppersmith": {
"description": "Copper produces an extra 1 Coin this turn.",
"extra": "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.",
"name": "Chaudronnier",
"untranslated": "description, extra"
},
"Great Hall": {
"description": "+1 Card<br>+1 Action<line>1 <*VP*>",
"extra": "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.",
"name": "Grand Hall",
"untranslated": "description, extra"
},
"Saboteur": {
"description": "Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.",
"extra": "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.",
"name": "Saboteur",
"untranslated": "description, extra"
},
"Scout": {
"description": "+1 Action<n>Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.",
"extra": "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.",
"name": "Éclaireur",
"untranslated": "description, extra"
},
"Secret Chamber": {
"description": "Discard any number of cards. +1 Coin per card discarded.<line>When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.",
"extra": "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.",
"name": "Chambre secrète",
"untranslated": "description, extra"
},
"Tribute": {
"description": "The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an...<n>Action Card, +2 Actions;<br>Treasure Card, +2 Coins;<br>Victory Card, +2 Cards.",
"extra": "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.",
"name": "Hommage",
"untranslated": "description, extra"
},
"Baron": {
"description": "+1 Buy<n>You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.",
"extra": "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.",
"name": "Baron",
"untranslated": "description, extra"
},
"Bridge": {
"description": "+1 Buy<br>+1 Coin<n>All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.",
"extra": "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).",
"name": "Pont",
"untranslated": "description, extra"
},
"Conspirator": {
"description": "+2 Coins<n>If you've played 3 or more Actions this turn (counting this), +1 Card, +1 Action.",
"extra": "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.",
"name": "Conspirateur",
"untranslated": "description, extra"
},
"Courtyard": {
"description": "+3 Card<br>Put a card from your hand on top of your deck.",
"extra": "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.",
"name": "Cour",
"untranslated": "description, extra"
},
"Duke": {
"description": "Worth 1 <VP> per Duchy you have.",
"extra": "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.",
"name": "Duc",
"untranslated": "description, extra"
},
"Harem": {
"description": "2 <*COIN*><line>2 <*VP*>",
"extra": "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.",
"name": "Harem",
"untranslated": "description, extra"
},
"Ironworks": {
"description": "Gain a card costing up to 4 Coins. If it is an...<n>Action card, +1 Action.<n>Treasure card, +1 Coin.<n>Victory card, +1 Card.",
"extra": "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.]",
"name": "Fonderie",
"untranslated": "description, extra"
},
"Masquerade": {
"description": "+2 Card<n>Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.<n>[Each player passes a card in their hand to the player on their left. You may trash a card from your hand.]",
"extra": "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.",
"name": "Mascarade",
"untranslated": "description, extra"
},
"Mining Village": {
"description": "+1 Card<br>+2 Actions<n>You may trash this card immediately. If you do, +2 Coins.",
"extra": "You must decide whether or not to trash Mining Village or not before moving on to other actions or other phases. You get +1 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.",
"name": "Village minier",
"untranslated": "description, extra"
},
"Minion": {
"description": "+1 Action<n>Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.",
"extra": "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.]",
"name": "Larbin",
"untranslated": "description, extra"
},
"Nobles": {
"description": "Choose one: +3 Cards, or +2 Actions.<line>2 <*VP*>",
"extra": "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.",
"name": "Nobles",
"untranslated": "description, extra"
},
"Pawn": {
"description": "Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin.<br>The choices must be different.",
"extra": "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.",
"name": "Pion",
"untranslated": "description, extra"
},
"Shanty Town": {
"description": "+2 Actions<n>Reveal your hand. If you have no Action cards in hand, +2 Cards.",
"extra": "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.",
"name": "Taudis",
"untranslated": "description, extra"
},
"Steward": {
"description": "Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.",
"extra": "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.",
"name": "Intendant",
"untranslated": "description, extra"
},
"Swindler": {
"description": "+2 Coins<n>Each other player trashes the top card of his deck and gains a card with the same cost that you choose.",
"extra": "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 Coins 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.",
"name": "Escroc",
"untranslated": "description, extra"
},
"Torturer": {
"description": "+3 Card<n>Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.",
"extra": "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.",
"name": "Bourreau",
"untranslated": "description, extra"
},
"Trading Post": {
"description": "Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.",
"extra": "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.",
"name": "Comptoir",
"untranslated": "description, extra"
},
"Upgrade": {
"description": "+1 Card<br>+1 Action<n>Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.",
"extra": "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.",
"name": "Mise à niveau",
"untranslated": "description, extra"
},
"Wishing Well": {
"description": "+1 Card<br>+1 Action<n>Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.",
"extra": "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.",
"name": "Puits aux souhaits",
"untranslated": "description, extra"
},
"Courtier": {
"description": "Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +3 Coin; or gain a Gold. The choices must be different.",
"extra": "First reveal a card from your hand, then count the types.<n>The types are the words on the bottom line including Action, Attack, Curse, Reaction, Treasure, and Victory (with more in expansions).<n>Then choose one different thing per type the card had; if you revealed a card with two types, you pick two things.<n>For example you could reveal a Copper and choose \"gain a Gold,\" or reveal a Mill and choose \"+1 Action\" and \"+3 Coin\".<n>If you gain a Gold, put the Gold into your discard pile.",
"name": "Courtier",
"untranslated": "description, extra, name"
},
"Diplomat": {
"description": "+ 2 Cards<br>If you have 5 or fewer cards in hand (after drawing), +2 Actions.<line>When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.",
"extra": "When playing this, you get +2 Cards, then count your cards in hand, and if you have 5 cards or fewer, you get +2 Actions.<n>So, for example if you play this from a hand of 5 cards, you will put it into play, going down to 4 cards, then draw 2 cards, going up to 6 cards, and that is more than 5 cards so you would not get the +2 Actions.<n>Diplomat can also be used when another player plays an Attack card, if you have at least 5 cards in hand.<n>Before the Attack card does anything, you can reveal a Diplomat from your hand; if you do, you draw 2 cards, then discard 3 cards (which can include the Diplomat).<n>If you still have at least 5 cards in hand after doing that (such as due to Council Rooms), you can reveal Diplomat again and do it again.<n>You reveal Reactions one at a time; you cannot reveal two Diplomats simultaneously.<n>You can reveal a Moat from your hand (to be unaffected by an Attack) either before or after revealing and resolving a Diplomat (even if the Moat was not in your hand until after resolving Diplomat).",
"name": "Diplomat",
"untranslated": "description, extra, name"
},
"Lurker": {
"description": "+1 Action<n>Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.",
"extra": "The card trashed or gained has to be an Action card, but can have other types too. For example Lurker can trash Nobles from the Supply and can gain Nobles from the trash.<n>When gaining a card with Lurker, put the gained card into your discard pile.<n>When you trash a card from the supply that has a special effect when trashed, the on-trash effect activates. However, trashing from the supply does not allow you to react with Market Square.",
"name": "Lurker",
"untranslated": "description, extra, name"
},
"Mill": {
"description": "+1 Card<br>+1 Action<br>You may discard 2 cards, for +2 Coin.<line>1 <*VP*>",
"extra": "You can choose to discard 2 cards even if you only have one card in hand, but you only get +2 Coin if you actually discarded 2 cards.<line>Use 8 Mills for games with 2 players, 12 for games with 3 or more players.",
"name": "Mill",
"untranslated": "description, extra, name"
},
"Patrol": {
"description": "+3 Cards<n>Reveal the top 4 cards of your deck. Put the Victory cards and Curses into your hand. Put the rest back in any order.",
"extra": "First draw 3 cards, then reveal the top 4 cards of your deck.<n>Put the revealed Victory cards and Curses into your hand; you have to take them all.<n>Put the rest of the cards back on your deck in any order you choose.",
"name": "Patrol",
"untranslated": "description, extra, name"
},
"Replace": {
"description": "Trash a card from your hand. Gain a card costing up to 2 Coins more than it. If the gained card is an Action or Treasure, put it onto your deck; if it's a Victory card, each other player gains a Curse.",
"extra": "Like Remodel, you first trash a card from your hand, then gain a card from the Supply costing up to 2 Coin more than the trashed card, putting the gained card into your discard pile.<n>Replace gives you an additional bonus based on the types of the gained card; if it is an Action or Treasure you move it to the top of your deck, and if it is a Victory card the other players each gain a Curse.<n>It is possible to get both bonuses; if you gain Harem, Mill, or Nobles with Replace, it both goes on your deck and causes the other players to each gain a Curse.",
"name": "Replace",
"untranslated": "description, extra, name"
},
"Secret Passage": {
"description": "+2 Cards<br>+1 Action<n>Take a card from your hand and put it anywhere in your deck.",
"extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.<n>The card can be one you just drew or any other card from your hand.<n>It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.<n>If there are no cards left in your deck, the card put back becomes the only card in your deck.<n>Where you put the card is public knowledge.<n>You don't have to put the card into a specific spot, you can just shove it into your deck if you want.",
"name": "Secret Passage",
"untranslated": "description, extra, name"
},
"Bad Omens": {
"description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)",
"extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.",
"name": "Bad Omens",
"untranslated": "description, extra, name"
},
"Bard": {
"description": "+2 Coins<br>Recieve a Boon.",
"extra": "You get +2 Coins and receive a Boon.",
"name": "Bard",
"untranslated": "description, extra, name"
},
"Bat": {
"description": "Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><br><i>(This is not in the Supply.)</i>",
"extra": "The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
"name": "Bat",
"untranslated": "description, extra, name"
},
"Blessed Village": {
"description": "+1 Card<br>+2 Actions<line>When you gain this, take a Boon. Receive it now or at the start of your next turn.",
"extra": "You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).",
"name": "Blessed Village",
"untranslated": "description, extra, name"
},
"Cemetery": {
"description": "2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><br><i>Heirloom: Haunted Mirror</i>",
"extra": "In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.",
"name": "Cemetery",
"untranslated": "description, extra, name"
},
"Changeling": {
"description": "Trash this. Gain a copy of a card you have in play.<line>In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.",
"extra": "When Changeling is in the Supply, any time you gain a card costing at least 3 Coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 Coins, even if it normally costs 3 Coins or more, and you cannot do it if the cost is neither more or less than 3 Coins (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.",
"name": "Changeling",
"untranslated": "description, extra, name"
},
"Cobbler": {
"description": "At the start of your next turn, gain a card to hand costing up to 4 Coins.",
"extra": "If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.",
"name": "Cobbler",
"untranslated": "description, extra, name"
},
"Conclave": {
"description": "+2 Coins<n>You may play an Action card from your hand that you dont have a copy of in play. If you do, +1 Action.",
"extra": " When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.",
"name": "Conclave",
"untranslated": "description, extra, name"
},
"Crypt": {
"description": "Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.",
"extra": "For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are facedown; you can look at them at any time, but other players may not.",
"name": "Crypt",
"untranslated": "description, extra, name"
},
"Cursed Gold": {
"description": "3 <*COIN*><br><br>When you play this, gain a Curse.",
"extra": "You can choose not to play Cursed Gold, and thus not gain a Curse.",
"name": "Cursed Gold",
"untranslated": "description, extra, name"
},
"Cursed Village": {
"description": "+2 Actions<br>Draw until you have 6 cards in hand.<line>When you gain this, receive a Hex.",
"extra": " If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you. Shuffle the Hexes before receiving the Hex.",
"name": "Cursed Village",
"untranslated": "description, extra, name"
},
"Delusion": {
"description": "If you don't have Deluded or Envious, take Deluded.",
"extra": "",
"name": "Delusion",
"untranslated": "description, extra, name"
},
"Den of Sin": {
"description": "At the start of your next turn,<n>+2 Cards.<line>This is gained to your hand (instead of your discard pile).",
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
"name": "Den of Sin",
"untranslated": "description, extra, name"
},
"Devil's Workshop": {
"description": "If the number of cards you've gained this turn is:<br>2+, gain an Imp from its pile;<br>1, gain a card costing up to 4 Coin;<br>0, gain a Gold.",
"extra": "This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 Coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.<br><br>Setup: Put the Imp pile near the Supply.",
"name": "Devil's Workshop",
"untranslated": "description, extra, name"
},
"Druid": {
"description": "+1 Buy<br>Receive one of the set aside Boons (leaving it there).<line>Setup: Set aside the top 3 Boons, face-up.",
"extra": "At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the setaside area for Druid, even if it is one of the Boons that says to keep it until Cleanup (e.g. The Field's Gift).",
"name": "Druid",
"untranslated": "description, extra, name"
},
"Envious - Deluded": {
"description": "This is a double-sided card.<left><u>Envious</u>:<center>At the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn.<left><u>Deluded</u>:<center>At the start of your Buy phase, return this, and you cant buy Actions this turn.",
"extra": "Envious: This causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.\n\nDeluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.",
"name": "Envious / Deluded",
"untranslated": "description, extra, name"
},
"Envy": {
"description": "If you don't have Deluded or Envious, take Envious.",
"extra": "Deluded / Envious is two-sided; take it with the Envious side face up.",
"name": "Envy",
"untranslated": "description, extra, name"
},
"Exorcist": {
"description": "Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.",
"extra": " The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.<br><br>Setup: Put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.",
"name": "Exorcist",
"untranslated": "description, extra, name"
},
"Faithful Hound": {
"description": "+2 Cards<line>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.",
"extra": "'End of turn' is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.",
"name": "Faithful Hound",
"untranslated": "description, extra, name"
},
"Famine": {
"description": "Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.",
"extra": "The revealed cards that are not Actions are shuffled back into your deck.",
"name": "Famine",
"untranslated": "description, extra, name"
},
"Fear": {
"description": "If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't.)",
"extra": "You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.",
"name": "Fear",
"untranslated": "description, extra, name"
},
"Fool": {
"description": "If you arent the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><br><i>Heirloom: Lucky Coin</i>",
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.",
"name": "Fool",
"untranslated": "description, extra, name"
},
"Ghost": {
"description": "Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<br><br><i>(This is not in the Supply.)</i>",
"extra": "If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card, resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.",
"name": "Ghost",
"untranslated": "description, extra, name"
},
"Ghost Town": {
"description": "At the start of your next turn,<br>+1 Card and +1 Action.<line>This is gained to your hand (instead of your discard pile).",
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
"name": "Ghost Town",
"untranslated": "description, extra, name"
},
"Goat": {
"description": "1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
"extra": "Trashing a card is optional.",
"name": "Goat",
"untranslated": "description, extra, name"
},
"Greed": {
"description": "Gain a Copper onto your deck.",
"extra": "",
"name": "Greed",
"untranslated": "description, extra, name"
},
"Guardian": {
"description": "Until your next turn, when another player plays an Attack card, it doesnt affect you. At the start of your next turn, +1 Coin.<line>This is gained to your hand (instead of your discard pile).",
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.",
"name": "Guardian",
"untranslated": "description, extra, name"
},
"Haunted Mirror": {
"description": "1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
"extra": "Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
"name": "Haunted Mirror",
"untranslated": "description, extra, name"
},
"Haunting": {
"description": "If you have at least 4 cards in hand, put one of them onto your deck.",
"extra": "",
"name": "Haunting",
"untranslated": "description, extra, name"
},
"Idol": {
"description": "2 <*COIN*><br>When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.",
"extra": "Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.",
"name": "Idol",
"untranslated": "description, extra, name"
},
"Imp": {
"description": "+2 Cards<br>You may play an Action card from your hand that you dont have a copy of in play.<br><br><i>(This is not in the supply).</i>",
"extra": "After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.",
"name": "Imp",
"untranslated": "description, extra, name"
},
"Leprechaun": {
"description": "Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.",
"extra": "Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.",
"name": "Leprechaun",
"untranslated": "description, extra, name"
},
"Locusts": {
"description": "Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.",
"extra": "Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.",
"name": "Locusts",
"untranslated": "description, extra, name"
},
"Lost in the Woods": {
"description": "At the start of your turn, you may discard a card to receive a Boon.",
"extra": "The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.",
"name": "Lost in the Woods",
"untranslated": "description, extra, name"
},
"Lucky Coin": {
"description": "1 <*COIN*><br><br>When you play this, gain a Silver.",
"extra": "You can choose not to play Lucky Coin, and thus not gain a Silver.",
"name": "Lucky Coin",
"untranslated": "description, extra, name"
},
"Magic Lamp": {
"description": "1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
"extra": "Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
"name": "Magic Lamp",
"untranslated": "description, extra, name"
},
"Miserable - Twice Miserable": {
"description": "This is a double-sided card.<left><u>Miserable</u>:<center>-2<*VP*><left><u>Twice Miserable</u>:<center>-4<*VP*>",
"extra": "Miserable: When scoring at the end of the game, you lose 2<VP> . This does nothing until then, it just sits in front of you.\nTwice Miserable: When scoring at the end of the game, you lose 4<VP> . This does nothing until then, it just sits in front of you.",
"name": "Miserable / Twice Miserable",
"untranslated": "description, extra, name"
},
"Misery": {
"description": "If this is your first Misery this game, take Miserable.<br>Otherwise, flip it over to Twice Miserable.",
"extra": "If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.",
"name": "Misery",
"untranslated": "description, extra, name"
},
"Monastery": {
"description": "For each card youve gained this turn, you may trash a card from your hand or a Copper you have in play.",
"extra": "For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.",
"name": "Monastery",
"untranslated": "description, extra, name"
},
"Necromancer": {
"description": "Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.",
"extra": "Setup: Put the three Zombies into the trash.<br><br>This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.",
"name": "Necromancer",
"untranslated": "description, extra, name"
},
"Night Watchman": {
"description": "Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<line>This is gained to your hand (instead of your discard pile).",
"extra": "Since Night is after the Buy phase, normally you can play this the turn you buy it.",
"name": "Night Watchman",
"untranslated": "description, extra, name"
},
"Pasture": {
"description": "1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
"extra": "For example if you have three Estates, then Pasture is worth 3<VP>.",
"name": "Pasture",
"untranslated": "description, extra, name"
},
"Pixie": {
"description": "+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><br><i>Heirloom: Goat</i>",
"extra": "If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.",
"name": "Pixie",
"untranslated": "description, extra, name"
},
"Plague": {
"description": "Gain a Curse to your hand.",
"extra": "",
"name": "Plague",
"untranslated": "description, extra, name"
},
"Pooka": {
"description": "You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><br><i>Heirloom: Cursed Gold</i>",
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.",
"name": "Pooka",
"untranslated": "description, extra, name"
},
"Pouch": {
"description": "1 <*COIN*><br><br>+1 Buy",
"extra": "This simply gives you 1 Coin and +1 Buy when you play it.",
"name": "Pouch",
"untranslated": "description, extra, name"
},
"Poverty": {
"description": "Discard down to 3 cards in hand.",
"extra": "",
"name": "Poverty",
"untranslated": "description, extra, name"
},
"Raider": {
"description": "Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they cant).<br>At the start of your next turn, +3 Coins.",
"extra": "For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.",
"name": "Raider",
"untranslated": "description, extra, name"
},
"Sacred Grove": {
"description": "+1 Buy<br>+3 Coins<br>Receive a Boon. If it doesnt give +1 Coins, each other player may receive it.",
"extra": "You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.",
"name": "Sacred Grove",
"untranslated": "description, extra, name"
},
"Secret Cave": {
"description": "+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><br><i>Heirloom: Magic Lamp</i>",
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.",
"name": "Secret Cave",
"untranslated": "description, extra, name"
},
"Shepherd": {
"description": "+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><br><i>Heirloom: Pasture</i>",
"extra": "For example, you could discard three Victory cards to draw six cards.<br>In games using Shepherd, replace one of your starting Coppers with a Pasture.",
"name": "Shepherd",
"untranslated": "description, extra, name"
},
"Skulk": {
"description": "+1 Buy<br>Each other player receives the next Hex.<line>When you gain this, gain a Gold.",
"extra": "You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.",
"name": "Skulk",
"untranslated": "description, extra, name"
},
"The Earth's Gift": {
"description": "You may discard a Treasure to gain a card costing up to 4 Coin.",
"extra": "",
"name": "The Earth's Gift",
"untranslated": "description, extra, name"
},
"The Field's Gift": {
"description": "+1 Action<br>+1 Coin<br>(Keep this until Clean-up.)",
"extra": "",
"name": "The Field's Gift",
"untranslated": "description, extra, name"
},
"The Flame's Gift": {
"description": "You may trash a card from your hand.",
"extra": "",
"name": "The Flame's Gift",
"untranslated": "description, extra, name"
},
"The Forest's Gift": {
"description": "+1 Buy<br>+1 Coin<br>(Keep this until Clean-up.)",
"extra": "",
"name": "The Forest's Gift",
"untranslated": "description, extra, name"
},
"The Moon's Gift": {
"description": "Look through your discard pile.<br>You may put a card from it onto your deck.",
"extra": "If your discard pile is empty, this will not do anything.",
"name": "The Moon's Gift",
"untranslated": "description, extra, name"
},
"The Mountain's Gift": {
"description": "Gain a Silver.",
"extra": "",
"name": "The Mountain's Gift",
"untranslated": "description, extra, name"
},
"The River's Gift.": {
"description": "+1 Card at the end of this turn.<br>(Keep this until Clean-up.)",
"extra": "You draw the card after drawing your hand for your next turn.",
"name": "The River's Gift.",
"untranslated": "description, extra, name"
},
"The Sea's Gift": {
"description": "+1 Card",
"extra": "",
"name": "The Sea's Gift",
"untranslated": "description, extra, name"
},
"The Sky's Gift": {
"description": "You may discard 3 cards to gain a Gold.",
"extra": "If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
"name": "The Sky's Gift",
"untranslated": "description, extra, name"
},
"The Sun's Gift": {
"description": "Look at the top 4 cards of your deck.<br>Discard any number of them and put the rest back in any order.",
"extra": "",
"name": "The Sun's Gift",
"untranslated": "description, extra, name"
},
"The Swamp's Gift": {
"description": "Gain a Will-O'-Wisp from its pile.",
"extra": "",
"name": "The Swamp's Gift",
"untranslated": "description, extra, name"
},
"The Wind's Gift": {
"description": "+2 Cards<br>Discard 2 cards.",
"extra": "",
"name": "The Wind's Gift",
"untranslated": "description, extra, name"
},
"Tormentor": {
"description": "+2 Coins<n>If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.",
"extra": "Setup: Put the Imp pile near the Supply.<br><br>Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.",
"name": "Tormentor",
"untranslated": "description, extra, name"
},
"Tracker": {
"description": "+1 Coin<br>Receive a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><br><i>Heirloom: Pouch</i>",
"extra": "If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.",
"name": "Tracker",
"untranslated": "description, extra, name"
},
"Tragic Hero": {
"description": "+3 Cards<br>+1 Buy<br>If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.",
"extra": "First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.",
"name": "Tragic Hero",
"untranslated": "description, extra, name"
},
"Vampire": {
"description": "Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.",
"extra": "Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.",
"name": "Vampire",
"untranslated": "description, extra, name"
},
"War": {
"description": "Reveal cards from your deck until revealing one costing 3 Coin or 4 Coin. Trash it and discard the rest.",
"extra": "If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
"name": "War",
"untranslated": "description, extra, name"
},
"Werewolf": {
"description": "If its your Night phase, each other player receives the next Hex.<br>Otherwise, +3 Cards.",
"extra": "Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.",
"name": "Werewolf",
"untranslated": "description, extra, name"
},
"Will-O'-Wisp": {
"description": "+1 Card<br>+1 Action<br>Reveal the top card of your deck. If it costs 2 Coin or less, put it into your hand.<br><br><i>(This is not in the Supply.)</i>",
"extra": " If the revealed card does not cost 2 Coins or less, leave it on your deck. Cards with Potion or Debt in the cost (from Alchemy and Empires) do not cost 2 Coins or less.",
"name": "Will-O'-Wisp",
"untranslated": "description, extra, name"
},
"Wish": {
"description": "+1 Action<br>Return this to its pile. If you did, gain a card to your hand costing up to 6 coin.<br><br><i>(This is not in the Supply.)</i>",
"extra": " You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.",
"name": "Wish",
"untranslated": "description, extra, name"
},
"Zombie Apprentice": {
"description": "You may trash an Action card from your hand for +3 Cards and +1 Action.",
"extra": "If you trash an Action card from your hand, you draw three cards and get +1 Action.",
"name": "Zombie Apprentice",
"untranslated": "description, extra, name"
},
"Zombie Mason": {
"description": "Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.",
"extra": "Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.",
"name": "Zombie Mason",
"untranslated": "description, extra, name"
},
"Zombie Spy": {
"description": "+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
"extra": "You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
"name": "Zombie Spy",
"untranslated": "description, extra, name"
},
"Avanto": {
"description": "+3 Cards<br>You may play a Sauna from your hand.",
"extra": "Avanto is a promotional Action card. It's a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play. It is a split pile card, with five copies of Avanto sitting under five copies of Sauna.",
"name": "Avanto",
"untranslated": "description, extra, name"
},
"Black Market": {
"description": "+2 Coins<n>Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.<n><i>(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)</i>",
"extra": "Black Market allows you to Buy a card during the Action phase. You can use coins provided by other Action cards played earlier in the Action phase and you can also play Treasure cards from your hand to pay the cost of the bought card. The Treasure cards are played to the table in your play area, just as you would during the Buy phase. You may play more Treasure cards than are required for the purchase; the extra coins from Action cards and Treasure cards are available to use during your Buy phase. You may even play Treasure cards without Buying a card. You may not reuse coins already spent during a turn. A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an action card giving you +1 Buy to still buy a card during your normal Buy phase. The Black Market deck, created before game start, is made up of Kingdom cards that are not in the Supply of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply). It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates. All players can see which cards are placed in the Black Market deck before the game begins, at which point the deck is shuffled. This deck is not a Supply pile and if it is emptied, it does not count towards the end game conditions. If you play Black Market and the Black Market deck is empty, you cannot buy a card but you still get +2 Coins. If you play Black Market and choose not to buy one of the three cards from the Black Market deck, you still get +2 Coins.",
"name": "Marché noir",
"untranslated": "description, extra"
},
"Dismantle": {
"description": "Trash a card from your hand. If it costs 1 coin or more, gain a cheaper card and a Gold.",
"extra": "",
"name": "Dismantle",
"untranslated": "description, extra, name"
},
"Envoy": {
"description": "Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.",
"extra": "If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.",
"name": "Délégué",
"untranslated": "description, extra"
},
"Governor": {
"description": "+1 Action<n>Choose one; you get the version in parentheses: Each player gets +1(+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly 1 Coin (2 Coins) more.",
"extra": "You always get +1 Action. Then you either 1) draw three cards and each other player draws a card; 2) gain a Gold and each other player gains a Silver; 3) may trash a card from your hand and gain a card costing exactly 2 Coins more and each other player may trash a card from his hand and gain a card costing exactly 1 Coin more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).",
"name": "Gouverneur",
"untranslated": "description, extra"
},
"Prince": {
"description": "You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).",
"extra": "Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing 4 coins or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.",
"name": "Prince",
"untranslated": "description, extra"
},
"Sauna": {
"description": "+1 Card<br>+1 Action<br>You may play an Avanto from your hand.<line>While this is in play, when you play a Silver, you may trash a card from your hand.",
"extra": "Sauna is a promotional Action card. It's a cantrip that allows you to trash a card when you play a Silver. It is a split pile card, with five copies of Sauna sitting on top of five copies of Avanto.",
"name": "Sauna",
"untranslated": "description, extra, name"
},
"Stash": {
"description": "2 <*COIN*><line>When you shuffle, you may put this anywhere in your deck.",
"extra": "Stash is a Treasure that produces 2 coins when played, like Silver. Whenever you shuffle your deck, you can choose where in your deck each copy of Stash that you have goes. You can't look at the fronts of the other cards in your deck to see where to put it; Stash itself has a different card back, so that's how you'll know where it is. If you have multiple copies of Stash, you can clump them together or spread them out or whatever you want. Since Stash has a different card back, you will also know if it's in a player's hand, or set aside for someone's Haven (from Seaside), and so on.",
"name": "Cachette",
"untranslated": "description, extra"
},
"Summon": {
"description": "Gain an Action card costing up to 4 coins. Set it aside. If you do, then at the start of your next turn, play it.",
"extra": "When you buy this, you gain an Action card costing up to 4 coins from the Supply and set it aside face up.<n>If you did set it aside, then at the start of your next turn, play that Action card. This doesn't use up your default Action for the turn.<n>In order to remember to play the card on your next turn, you may want to turn it sideways or diagonally, turning it right side up when you play it.<n>If you move the Action card after you gain it but before you set it aside (e.g. by putting it on top of your deck with Watchtower, from Prosperity), then Summon will ''lose track'' of it and be unable to set it aside; in that case you will not play it at the start of your next turn.<n>If you use Summon to gain a Nomad Camp (from Hinterlands), Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).",
"name": "Summon",
"untranslated": "description, extra, name"
},
"Walled Village": {
"description": "+1 Card<br>+2 Actions<line>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.",
"extra": "When you play this, you draw a card and can play two more Actions this turn. At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck. If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck. Walled Village has to be in play to be put on top of your deck. Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as Feast from Dominion) are not counted, while Action cards still in play from previous turns (duration cards from Seaside) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as Treasury from Seaside).",
"name": "Ville fortifiée",
"untranslated": "description, extra"
},
"Bank": {
"description": "? Coins.<n>When you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).",
"extra": "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.",
"name": "Banque",
"untranslated": "description, extra"
},
"Bishop": {
"description": "+1 Coin<br>+1 <VP><n>Trash a card from your hand. +<VP> equal to half its cost in coins, rounded down.<n>Each other player may trash a card from his hand.",
"extra": "[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.",
"name": "Évêque",
"untranslated": "description, extra"
},
"City": {
"description": "+1 Card<br>+2 Actions<n>If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.",
"extra": "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.",
"name": "Ville",
"untranslated": "description, extra"
},
"Contraband": {
"description": "3 <*COIN*><br><br>+1 Buy<n>When you play this, the player to your left names a card. You can't buy that card this turn.",
"extra": "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).",
"name": "Contrebande",
"untranslated": "description, extra"
},
"Counting House": {
"description": "Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.",
"extra": "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.",
"name": "Bureau de comptabilité",
"untranslated": "description, extra"
},
"Expand": {
"description": "Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.",
"extra": "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.",
"name": "Agrandissement",
"untranslated": "description, extra"
},
"Forge": {
"description": "Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.",
"extra": "\"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.",
"name": "Forge",
"untranslated": "description, extra"
},
"Goons": {
"description": "+1 Buy<br>+2 Coins<n>Each other player discards down to 3 cards in hand.<line>While this is in play, when you buy a card, +1<VP>.",
"extra": "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.<n>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.",
"name": "Fiers-à-bras",
"untranslated": "description, extra"
},
"Grand Market": {
"description": "+1 Card<br>+1 Action<br>+1 Buy<br>+2 Coins<line>You can't buy this if you have any Copper in play.",
"extra": "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).",
"name": "Grand marché",
"untranslated": "description, extra"
},
"Hoard": {
"description": "2 <*COIN*><line>While this is in play, when you buy a Victory card, gain a Gold.",
"extra": "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.",
"name": "Magot",
"untranslated": "description, extra"
},
"King's Court": {
"description": "You may choose an Action card in your hand. Play it three times.",
"extra": "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.",
"name": "Cour du Roi",
"untranslated": "description, extra"
},
"Loan": {
"description": "1 <*COIN*><n>When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.",
"extra": "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.",
"name": "Prêt",
"untranslated": "description, extra"
},
"Mint": {
"description": "You may reveal a Treasure card from your hand. Gain a copy of it.<line>When you buy this, trash all Treasures you have in play.",
"extra": "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.",
"name": "Hôtel de la Monnaie",
"untranslated": "description, extra"
},
"Monument": {
"description": "+2 Coins<br>+1 <VP>",
"extra": "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.",
"name": "Monument",
"untranslated": "description, extra"
},
"Mountebank": {
"description": "+2 Coins<n>Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.",
"extra": "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.",
"name": "Charlatan",
"untranslated": "description, extra"
},
"Peddler": {
"description": "+1 Card<br>+1 Action<br>+2 Coin<line>During your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.",
"extra": "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.",
"name": "Colporteur",
"untranslated": "description, extra"
},
"Quarry": {
"description": "1 <*COIN*><line>While this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.",
"extra": "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.",
"name": "Carrière",
"untranslated": "description, extra"
},
"Rabble": {
"description": "+3 Cards<n>Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.",
"extra": "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.",
"name": "Foule",
"untranslated": "description, extra"
},
"Royal Seal": {
"description": "2 <*COIN*><line>While this is in play, when you gain a card, you may put that card on top of your deck.",
"extra": "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.",
"name": "Sceau royal",
"untranslated": "description, extra"
},
"Talisman": {
"description": "1 <*COIN*><line>While this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.",
"extra": "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.",
"name": "Talisman",
"untranslated": "description, extra"
},
"Trade Route": {
"description": "+1 Buy<br>+1 Coin per token on the Trade Route mat.<br>Trash a card from your hand.<line>Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.",
"extra": "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.",
"name": "Route commerciale",
"untranslated": "description, extra"
},
"Vault": {
"description": "+2 Cards<n>Discard any number of cards. +1 Coin per card discarded.<n>Each other player may discard 2 cards. If he does, he draws a card.",
"extra": "\"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.",
"name": "Chambre forte",
"untranslated": "description, extra"
},
"Venture": {
"description": "1 <*COIN*><n>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.",
"extra": "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.",
"name": "Entreprise risquée",
"untranslated": "description, extra"
},
"Watchtower": {
"description": "Draw until you have 6 cards in hand.<line>When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.",
"extra": "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.",
"name": "Mirador",
"untranslated": "description, extra"
},
"Worker's Village": {
"description": "+1 Card<br>+2 Actions<br>+1 Buy",
"extra": "You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.",
"name": "Village ouvrier",
"untranslated": "description, extra"
},
"Ambassador": {
"description": "Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.",
"extra": "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.",
"name": "Ambassadeur",
"untranslated": "description, extra"
},
"Bazaar": {
"description": "+1 Card<br>+2 Actions<br>+1 Coin",
"extra": "You draw a card, get 2 more Actions to use, and get 1 more coin to spend this turn.",
"name": "Bazar",
"untranslated": "description, extra"
},
"Caravan": {
"description": "+1 Card<br>+1 Action<br>At the start of your next turn, +1 Card.",
"extra": "Draw a card at the start of your next turn (not before); Caravan itself is discarded during the Cleanup phase of that subsequent turn.",
"name": "Caravane",
"untranslated": "description, extra"
},
"Cutpurse": {
"description": "+2 Coins<n>Each other player discards a Copper card (or reveals a hand with no Copper).",
"extra": "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.",
"name": "Coupeur de bourses",
"untranslated": "description, extra"
},
"Embargo": {
"description": "+2 Coins<br>Trash this card. Put an Embargo token on top of a Supply pile.<line>When a player buys a card, he gains a Curse card per Embargo token on that pile.",
"extra": "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.",
"name": "Embargo",
"untranslated": "description, extra"
},
"Explorer": {
"description": "You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.",
"extra": "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.",
"name": "Explorateur",
"untranslated": "description, extra"
},
"Fishing Village": {
"description": "+2 Actions<br>+1 Coin<n>At the start of your next turn:<n>+1 Action<br>+1 Coin",
"extra": "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.",
"name": "Village de pêcheurs",
"untranslated": "description, extra"
},
"Ghost Ship": {
"description": "+2 Card<n>Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.",
"extra": "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.",
"name": "Vaisseau fantôme",
"untranslated": "description, extra"
},
"Haven": {
"description": "+1 Card<br>+1 Action<n>Set aside a card from your hand face down. At the start of your next turn, put it into your hand.",
"extra": "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.",
"name": "Havre",
"untranslated": "description, extra"
},
"Island": {
"description": "Set aside this and another card from your hand. Return them to your deck at the end of the game.<line>2 <*VP*>",
"extra": "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.",
"name": "Île",
"untranslated": "description, extra"
},
"Lighthouse": {
"description": "+1 Action<br>Now and at the start of your next turn: +1 Coin.<line>While this is in play, when another player plays an Attack card, it doesn't affect you.",
"extra": "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.",
"name": "Phare",
"untranslated": "description, extra"
},
"Lookout": {
"description": "+1 Action<n>Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.",
"extra": "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.",
"name": "Vigie",
"untranslated": "description, extra"
},
"Merchant Ship": {
"description": "Now and at the start of your next turn: +2 Coins.",
"extra": "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.",
"name": "Navire marchand",
"untranslated": "description, extra"
},
"Native Village": {
"description": "+2 Actions<n>Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand.<n>You may look at the cards on your mat at any time; return them to your deck at the end of the game.",
"extra": "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.",
"name": "Village indigène",
"untranslated": "description, extra"
},
"Navigator": {
"description": "+2 Coins<n>Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.",
"extra": "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.",
"name": "Navigateur",
"untranslated": "description, extra"
},
"Outpost": {
"description": "You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.",
"extra": "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.",
"name": "Avant-poste",
"untranslated": "description, extra"
},
"Pearl Diver": {
"description": "+1 Card<br>+1 Action<n>Look at the bottom card of your deck. You may put it on top.",
"extra": "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.",
"name": "Plongeur de perles",
"untranslated": "description, extra"
},
"Pirate Ship": {
"description": "Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.",
"extra": "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.]",
"name": "Bateau pirate",
"untranslated": "description, extra"
},
"Salvager": {
"description": "+1 Buy<br>Trash a card from your hand.<br>+_ Coins equal to its cost.",
"extra": "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.",
"name": "Sauveteur",
"untranslated": "description, extra"
},
"Sea Hag": {
"description": "Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.",
"extra": "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.",
"name": "Sorcière de mer",
"untranslated": "description, extra"
},
"Smugglers": {
"description": "Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.",
"extra": "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.",
"name": "Contrebandiers",
"untranslated": "description, extra"
},
"Tactician": {
"description": "Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.",
"extra": "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.",
"name": "Tacticien",
"untranslated": "description, extra"
},
"Treasure Map": {
"description": "Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.",
"extra": "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.",
"name": "Carte aux trésors",
"untranslated": "description, extra"
},
"Treasury": {
"description": "+1 Card<br>+1 Action<br>+1 Coin<line>When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.",
"extra": "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.",
"name": "Trésorerie",
"untranslated": "description, extra"
},
"Warehouse": {
"description": "+3 Card<br>+1 Action<br>Discard 3 cards.",
"extra": "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.",
"name": "Entrepôt",
"untranslated": "description, extra"
},
"Wharf": {
"description": "Now and at the start of your next turn: +2 Cards, +1 Buy.",
"extra": "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.",
"name": "Quai",
"untranslated": "description, extra"
},
"adventures events": {
"description": "<justify>Les Événements ne sont pas des cartes Royaume. Pendant la phase Achat d'un joueur, lorsqu'il peut acheter une carte, il peut acheter un événement à la place. Acheter un Événement signifie payer le coût indiqué sur l'Événement, et ensuite appliquer l'effet de l'Événement. L'Événement reste sur la table, le joueur ne le prend pas; il n'y a aucun moyen pour un joueur d'en recevoir un ou d'en avoir un dans son deck. Acheter un Événement consomme un achat; normalement, un joueur peut soit acheter une carte, soit acheter un Événement. Un joueur avec deux achats, comme après avoir joué Forestier, pourrait acheter deux cartes ou acheter deux événements, ou acheter une carte et un événement (dans n'importe quel ordre). Le même Événement peut être acheté plusieurs fois par tour si le joueur a les Achats et les _ Coins disponibles pour le faire. Certains événements donnent des +Achats et permettent au joueur d'acheter d'autres cartes / événements par la suite. Les joueurs ne peuvent pas jouer d'autres Trésors ce tour après l'achat d'un Événement. Achter un Événement n'est pas un achat de carte et ne déclenche donc pas l'effet de cartes comme Sorcière des Marais ou Fiers-à-Bras (de Prosperité). Les coûts des Événement ne sont pas affectés par des cartes comme Pont aux Trolls.",
"extra": "Les événements sont des effets spéciaux qui se déclenchent lors d'un achat, non liés aux cartes. Les joueurs peuvent acheter des Evènements durant leur phase d'Achat pour déclencher l'effet de l'Evènement, comme alternative à (ou en plus d') acheter des cartes de la Réserve.<n> Les Evènements ne sont pas des cartes Royaume; inclure un ou plusieurs Evénements dans une partie ne compte pas dans les 10 piles de cartes Royaume comprises dans la Réserve. En fait, les événements ne sont pas du tout considérés comme des \"cartes\". Tout texte faisant référence à une \"carte\" (comme des instructions pour \"nommer une carte\", ou des réducteurs de coûts modifiant le coût des cartes) ne s'applique pas aux Evènements. Cependant, pour référence, les effets et coûts de l'événement sont imprimés sur des cartes dans une orientation paysage avec des cadres argentés.<n>N'importe quel nombre d'événements peut être utilisé dans une partie, mais il est recommandé de ne pas utiliser plus de deux événements. Lors du choix d'un Royaume aléatoire, les événements peuvent être mélangés dans le paquet de cartes Préparation; les événements qui ont été tirés une fois que les 10 cartes Royaume ont été tirées seront inclus dans le jeu.",
"name": "Événements"
},
"Page -> Champion": {
"description": "<justify>Page est échangée contre Chasseuse de Trésors, qui est échangée contre Guerrière, qui est échangée contre Héroïne, qui est échangée contre Championne.<n><left><u>Page</u>: +1 Carte; +1 Action<br><u>Chasseuse de Trésors</u>: +1 Action; +1 Coin; Recevez une carte <i>Argent</i> par carte que le joueur à votre droite a reçue lors de son dernier tour.<br><u>Guerrière</u>: +2 Cartes; Pour chaque carte <i>Itinérant</i> que vous avez en jeu (incluant celle-ci), tous vos adversaires défaussent la première carte de leur deck et l'écartent si celle-ci coûte 3 Coins ou 4 Coins.<br><u>Héroïne</u>: +2 Coins; Recevez une carte Trésor.<br><u>Championne</u>: +1 Action; Pour le reste de la partie, lorsqu'un adversaire joue une carte <i>Attaque</i>, elle n'a pas d'effet sur vous, et quand vous jouez une carte <i>Action</i> : +1 Action. <i>(Cette carte reste en jeu.)</i>",
"extra": "Page est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. La Page est échangée contre la Chasseuse de Trésors, qui est échangée contre la Guerrière, qui est échangée contre l'Héroïne, qui est échangée contre la Championne. Championne n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Pages peuvent être achetées ou reçues d'une autre façon lorsqu'elles sont utilisées dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
"name": "Page → Championne"
},
"Peasant -> Teacher": {
"description": "<justify>Paysan est échangé contre Soldat, qui est échangé contre Fugitif, qui est échangé contre Disciple, qui est échangé contre Maître.<n><left><u>Paysan</u>: +1 Achat; +1 Coin<br><u>Soldat</u>: +2 Coins; +1 Coin par autre <i>Attaque</i> que vous avez en jeu. Tous vos adversaires avec 4 cartes ou plus défaussent une carte.<br><u>Fugitif</u>: +2 Cartes; +1 Action; Défaussez une carte.<br><u>Disciple</u>: Vous pouvez jouer une carte <i>Action</i> de votre main deux fois. Recevez un exemplaire de cette carte.<br><u>Maître</u>: Placez cette carte dans votre <i>Taverne</i>. Au début de votre tour, vous pouvez recourir à ce <i>Maître</i> pour placer un de vos jetons \"+1 Carte\", \"+1 Action\", \"+1 Achat\" ou \"+1 Coin\" sur une pile de cartes Action sur laquelle vous n'avez aucun de vos jetons présents.",
"extra": "Paysan est une carte Royaume itinérante. Ces cartes ont une flèche au-dessus de la zone de texte pour rappeler aux joueurs leur capacité à évoluer vers une autre carte. Le Paysan est échangé contre le Soldat, qui est échangé contre le Fugitif, qui est échangé contre le Disciple, qui est échangé contre le Maître. Maître n'est pas une carte itinérante, elle ne peut être échangée contre quoi que ce soit. Les Paysans peuvent être achetés ou reçus d'une autre façon lorsqu'ils sont utilisés dans une partie, mais les autres cartes ne le peuvent pas, elles ne sont pas dans la Réserve. Quand une pile qui n'est pas de la Réserve est vide, cela ne compte pas comme une pile vide pour la condition de fin de partie ou pour Ville (de Prospérité). <N> <n> Quand un joueur défausse une carte Itinérante de sa zone de jeu, il peut l'échanger contre la carte indiquée; il retourne la carte échangée dans sa pile, prend la carte pour laquelle il l'échange et la met dans sa défausse. Échanger n'est pas écarter ou recevoir, et ne déclenche donc pas des capacités comme Forains. Échanger est optionnel. Cela n'arrive que lorsque la carte est défaussée de la zone de jeu; la défausser de votre main, par exemple en ne la jouant pas, ne déclenchera pas l'échange. Cela n'arrive que si la carte pour laquelle vous échangez a des copies disponibles. Si plusieurs cartes font quelque chose lorsqu'elles sont défaussées de la zone de jeu, le joueur choisit l'ordre.",
"name": "Paysan → Maître"
},
"Tournament and Prizes": {
"description": "+1 Action<n>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.<n><justify>Prizes: <u>Bag of Gold</u>, <u>Diadem</u>, <u>Followers</u>, <u>Princess</u>, <u>Trusty Steed</u>",
"extra": " First you get +1 Action. Then each player, including you, may reveal a Province card from his hand. Then, if you revealed a Province, discard that card, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile. You can take any Prize from the Prize pile; you do not have to take the top one. You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing. After gaining your card or not, if no other player revealed a Province, you draw a card and get +1 coin. ",
"name": "Tournament and Prizes",
"untranslated": "description, extra, name"
},
"Hermit - Madman": {
"description": "<justify><u>Hermit</u>: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.",
"extra": " <u>Madman</u>: This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly 1 Coin if you can. ",
"name": "Hermit / Madman",
"untranslated": "description, extra, name"
},
"Shelters": {
"description": "<left><u>Hovel</u>: When you buy a Victory card, you may trash this from your hand.<br><u>Necropolis</u>: +2 Actions<br><u>Overgrown Estate</u>: 0 <VP>; when you trash this, +1 Card.",
"extra": " See Preparation. A shelter is never in the supply. <u>Hovel</u>: When you buy a Victory card, if Hovel is in your hand, you may trash the Hovel. A card with multiple types, one of which is Victory, is a Victory card. You do not get anything for trashing Hovel; you just get to get rid of it. <u>Overgrown Estate</u>: It is a Victory card despite being worth 0<VP>. If this is trashed, you draw a card, right then, even in the middle of resolving another card. For example, if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to 5 Coins. This card does not give you a way to trash itself, it merely does something if you manage to trash it. <u>Necropolis</u>: This is an Action card; when you play it, you get +2 Actions. ",
"name": "Shelters",
"untranslated": "description, extra, name"
},
"Urchin - Mercenary": {
"description": "<justify><u>Urchin</u>: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.",
"extra": "<u>Mercenary</u>: This card is not in the Supply; it can only be obtained via Urchin. When you play it, you may trash 2 cards from your hand. If you do, you draw two cards, get +2 Coins, and each other player discards down to 3 cards in hand. Players who already have 3 or fewer cards in hand do nothing. Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand. If you play this with only one card in hand, you may choose to trash that card, but then will fail the \"if you do\" and will not draw cards and so on. If the cards you trash do things when trashed, first trash them both, then choose what order to resolve the things they do when trashed. ",
"name": "Orphelin / Mercenaire",
"untranslated": "description, extra"
},
"empires events": {
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
"name": "Events - Empires",
"untranslated": "description, extra, name"
},
"empires landmarks": {
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - Empires",
"untranslated": "description, extra, name"
},
"Settlers - Bustling Village": {
"description": "<left><u>Settlers</u>:<n>+1 Card<br>+1 Action<n>Look through your discard pile. You may reveal a Copper from it and put it into your hand.<br><left><u>Bustling Village</u>:<n>+1 Card<br>+3 Actions<n>Look through your discard pile. You may reveal a Settlers from it and put it into your hand.",
"extra": "<u>Settlers</u>: You can look through your discard pile even if you know there is no Copper in it.<n><u>Bustling Village</u>: You can look through your discard pile even if you know there are no Settlers in it.",
"name": "Settlers / Bustling Village",
"untranslated": "description, extra, name"
},
"Catapult - Rocks": {
"description": "<left><u>Catapult</u>:<n>+1 Coin<n>Trash a card from your hand. If it costs 3 Coins or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<n><left><u>Rocks</u>:<n>+1 Coin<line>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.",
"extra": "If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs 3 Coins or more, each other player gains a Curse; if it is both (e.g. Silver), both things happen; if it is neither, neither thing happens. Rocks: If you have no cards in hand left to trash, neither thing happens. If it is another player's turn, then it is not your Buy phase, so the Silver goes to your hand.",
"name": "Catapult / Rocks",
"untranslated": "description, extra, name"
},
"Patrician - Emporium": {
"description": "<left><u>Patrician</u>:<n>+1 Card<br>+1 Action<n>Reveal the top card of your deck. If it costs 5 Coin or more, put it into your hand.<n><left><u>Emporium</u>:<n>+1 Card<br>+1 Action<br>+1 Coin<line>When you gain this, if you have at least 5 Action cards in play, +2 <VP>.",
"extra": "Cards costing Debt do not cost 5 Coin or more unless they also have a Coin cost of 5 Coin or more. So Fortune does but City Quarter does not. Emporium: This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Adventures) called into play this turn.",
"name": "Patrician / Emporium",
"untranslated": "description, extra, name"
},
"Encampment - Plunder": {
"description": "<left><u>Encampment</u>:<n>+2 Cards<br>+2 Actions<n>You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.<n><left><u>Plunder</u>:<n>+2 Coin<br>+1<VP>",
"extra": "Revealing a Plunder or Gold is optional. When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder. Plunder: This gives you a <VP> token every time you play it.",
"name": "Encampment / Plunder",
"untranslated": "description, extra, name"
},
"Gladiator - Fortune": {
"description": "<left><u>Gladiator</u>:<n>If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator.<n><left><u>Fortune</u>:<n>+1 Buy<n>When you play this, double your Coin if you haven't yet this turn.<line>When you gain this, gain a Gold per Gladiator you have in play.",
"extra": "If there are no Gladiators in the Supply, you cannot trash one, but that does not stop you from getting the +1 Coin. If you have no cards in hand, the player to your left cannot reveal a copy of the card you revealed, so you will get the +1 Coin and trash a Gladiator. Fortune: You only double your Coin the first time you play a Fortune in a turn; any further times only get you +1 Buy.",
"name": "Gladiator / Fortune",
"untranslated": "description, extra, name"
},
"nocturne hexes": {
"description": "Hexes are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are not good for a player.<br>Setup: If any Kingdom cards being used have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious (States) and Miserable/Twice Miserable (States) near the Supply also.<br>Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game.",
"extra": "The phrase 'receive a Hex' means, turn over the top Hex, and follow the instructions on it. 'Each other player receives the next Hex' means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile. Hexes are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Hexes is not 'gaining a card,' and so on. With the exception of the following, most Hexes are so simple that they do not need additional explanation.\n<u>Bad Omens</u>: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.\n<u>Delusion</u>: Deluded / Envious is two-sided; take it with the Deluded side face up.\n<u>Envy</u>: Deluded / Envious is two-sided; take it with the Envious side face up.\n<u>Famine</u>: The revealed cards that are not Actions are shuffled back into your deck.\n<u>Fear</u>: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.\n<u>Locusts</u>: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.\n<u>Misery</u>: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.\n<u>War</u>: If you do not find a card costing 3 Coins or 4 Coins, your entire deck will end up in your discard pile, with nothing trashed.",
"name": "Hexes",
"untranslated": "description, extra, name"
},
"Vampire - Bat": {
"description": "<left><u>Vampire</u>:<center>Each other player receives the next Hex.<br>Gain a card costing up to 5 Coin other than a Vampire.<br>Exchange this for a Bat.<left><u>Bat</u>:<center>Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<br><i>(This is not in the Supply.)</i>",
"extra": "For Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.\nFor Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.",
"name": "Vampire / Bat",
"untranslated": "description, extra, name"
},
"Cemetery - Haunted Mirror": {
"description": "<left><u>Cemetery</u>:<center>2 <*VP*><line>When you gain this, trash up to 4 cards from your hand.<br><i>Heirloom: Haunted Mirror</i><left><u>Haunted Mirror</u>:<center>1 <*COIN*><line>When you trash this, you may discard an Action card, to gain a Ghost from its pile.",
"extra": "<u>Cemetery</u>:In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.\n<u>Haunted Mirror</u>: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.",
"name": "Cemetery / Haunted Mirror",
"untranslated": "description, extra, name"
},
"Pooka - Cursed Gold": {
"description": "<left><u>Pooka</u>:<center>You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.<br><i>Heirloom: Cursed Gold</i><left><u>Cursed Gold</u>:<center>3 <*COIN*><br><br>When you play this, gain a Curse.",
"extra": "In games using Pooka, replace one of your starting Coppers with a Cursed Gold.\nYou can choose not to play Cursed Gold, and thus not gain a Curse.",
"name": "Pooka / Cursed Gold",
"untranslated": "description, extra, name"
},
"nocturne states": {
"description": "States are deck of landscape-style cards. State cards are a way of tracking special information about players. It sits in front of a player as a reminder until it goes away.",
"extra": "A State is a card that goes in front of a player and applies a rule. States are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' taking a State is not 'gaining a card,' and so on.\n<u>Deluded / Envious</u>: This card is two-sided. Deluded prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Deluded will apply to your next turn. Envious causes Silver and Gold to make 1 Coin when you played in your Buy phase for one turn, rather than their usual 2 Coins and 3 Coins, starting in the Buy phase. Envious does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally Envious will apply to your next turn.\n<u>Lost in the Woods</u>: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.\n<u>Miserable / Twice Miserable</u>: This card is two-sided. This does nothing until the end of the game. The card just sits in front of you. When scoring at the end of the game, if Miserable is in front of you, lose 2<VP>. If Twice Miserable is in front of you, lose 4<VP>.",
"name": "States",
"untranslated": "description, extra, name"
},
"Fool - Lucky Coin": {
"description": "<left><u>Fool</u>:<center>If you arent the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.<br><i>Heirloom: Lucky Coin</i><left><u>Lucky Coin</u>:<center>1 <*COIN*><br><br>When you play this, gain a Silver.",
"extra": "If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.\nYou can choose not to play Lucky Coin, and thus not gain a Silver.",
"name": "Fool / Lucky Coin",
"untranslated": "description, extra, name"
},
"Pixie - Goat": {
"description": "<left><u>Pixie</u>:<center>+1 Card<br>+1 Action<br>Discard the top Boon. You may trash this to receive that Boon twice.<br><i>Heirloom: Goat</i><left><u>Goat</u>:<center>1 <*COIN*><br><br>When you play this, you may trash a card from your hand.",
"extra": "For Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice.\nIn games using Pixie, replace one of your starting Coppers with a Goat.\nFor Goat: Trashing a card is optional.",
"name": "Pixie / Goat",
"untranslated": "description, extra, name"
},
"Secret Cave - Magic Lamp": {
"description": "<left><u>Secret Cave</u>:<center>+1 Card<br>+1 Action<br>You may discard 3 cards. If you did, then at the start of your next turn, +3 Coin.<br><i>Heirloom: Magic Lamp</i><left><u>Magic Lamp</u>:<center>1 <*COIN*><br><br>When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.",
"extra": "If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +3 Coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.\nIn games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.\nMagic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got 1 Coin from it for that turn.",
"name": "Secret Cave / Magic Lamp",
"untranslated": "description, extra, name"
},
"Necromancer - Zombies": {
"description": "<left><u>Necromancer</u>:<center>Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<line>Setup: Put the 3 Zombies into the trash.<left><u>Zombie Apprentice</u>:<center>You may trash an Action card from your hand for +3 Cards and +1 Action.<left><u>Zombie Mason</u>:<center>Trash the top card of your deck. You may gain a card costing up to 1 Coin more than it.<left><u>Zombie Spy</u>:<center>+1 Card<br>+1 Action<br>Look at the top card of your deck. Discard it or put it back.",
"extra": "Setup: Put the three Zombies into the trash.\nNacromancer plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, 'while this is in play' abilities (such as Tracker's) will not do anything.\n<u>Zombie Apprentice</u>: If you trash an Action card from your hand, you draw three cards and get +1 Action.\n<u>The Zombie Mason</u>: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card. Usually if it is not something you want to trash, you can gain a copy of it back from the Supply.\n<u>Zombie Spy</u>: You draw a card before looking at the top card. The Zombie Spy is like a regular Spy except it can only discard the top card of your own deck.",
"name": "Necromancer / Zombies",
"untranslated": "description, extra, name"
},
"Shepherd - Pasture": {
"description": "<left><u>Shepherd</u>:<center>+1 Action<br>Discard any number of Victory cards, revealing them.<br>+2 Cards per card discarded.<br><i>Heirloom: Pasture</i><left><u>Pasture</u>:<center>1 <*COIN*><br><line><br>Worth 1<VP> per Estate you have.",
"extra": "<u>Shepherd</u>: For example, you could discard three Victory cards to draw six cards.\nIn games using Shepherd, replace one of your starting Coppers with a Pasture.\n<u>Pasture</u>: For example if you have three Estates, then Pasture is worth 3<VP>.",
"name": "Shepherd / Pasture",
"untranslated": "description, extra, name"
},
"Tracker - Pouch": {
"description": "<left><u>Tracker</u>:<center>+1 Coin<br>Recieve a Boon.<line>While this is in play, when you gain a card, you may put that card onto your deck.<br><i>Heirloom: Pouch</i><left><u>Pouch</u>:<center>1 <*COIN*><br><br>+1 Buy",
"extra": "<u>Tracker</u>: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck.\nIn games using Tracker, replace one of your starting Coppers with a Pouch.\n<u>Pouch</u>: This simply gives you 1 Coin and +1 Buy when you play it.",
"name": "Tracker / Pouch",
"untranslated": "description, extra, name"
},
"nocturne boons": {
"description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.<n>Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.<br>Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.",
"extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\n<u>The Moon's Gift</u>: If your discard pile is empty, this will not do anything.\n<u>The River's Gift</u>: You draw the card after drawing your hand for your next turn.\n<u>The Sky's Gift</u>: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.",
"name": "Boons",
"untranslated": "description, extra, name"
},
"Sauna - Avanto": {
"description": "<left><u>Sauna</u>:<n>+1 Card<br>+1 Action<n>You may play an Avanto from your hand.<n>While this is in play, when you play a Silver, you may trash a card from your hand.<n><left><u>Avanto</u>:<n>+3 Cards<n>You may play a Sauna from your hand.",
"extra": "Sauna / Avanto is a split pile with five copies of Sauna placed on top of five copies of Avanto during setup. Sauna is a cantrip that allows you to trash a card when you play a Silver. Avanto is a terminal draw card that can potentially become non-terminal if you have a Sauna in your hand to play.",
"name": "Sauna / Avanto",
"untranslated": "description, extra, name"
},
"promo events": {
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
"extra": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
"name": "Events - Promos",
"untranslated": "description, extra, name"
},
"events": {
"description": "<justify>Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order). The same Event can be bought multiple times in a turn if the player has the Buys and available to do it. Some Events give +Buys and so let the player buy further cards/Events afterwards. Players cannot play further Treasures that turn after buying an Event. Buying an Event is not buying a card and so does not trigger cards like Swamp Hag or Goons (from Prosperity). Costs of Events are not affected by cards like Bridge Troll.",
"extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.<n>Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.<n>Any number of Events may be used in a game, but the recommendation is to not use more than two total Events and Landmarks. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.",
"name": "Events - All",
"untranslated": "description, extra, name"
},
"landmarks": {
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All",
"untranslated": "description, extra, name"
}
}