diff --git a/domdiv/card_db/cz/cards_cz.json b/domdiv/card_db/cz/cards_cz.json
index 77a61571..ee84e928 100644
--- a/domdiv/card_db/cz/cards_cz.json
+++ b/domdiv/card_db/cz/cards_cz.json
@@ -1944,7 +1944,7 @@
"untranslated": "description, extra, name"
},
"Druid": {
- "description": "+1 Buy
Receive one of the set aside, Boons (leaving it there).Setup: Set aside the top 3 Boons, face-up.",
+ "description": "+1 Buy
Receive one of the set aside Boons (leaving it there).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"
@@ -2250,7 +2250,7 @@
"untranslated": "description, extra, name"
},
"Tracker": {
- "description": "+1 Coin
Recieve a Boon.While this is in play, when you gain a card, you may put that card onto your deck.
Heirloom: Pouch",
+ "description": "+1 Coin
Receive a Boon.While this is in play, when you gain a card, you may put that card onto your deck.
Heirloom: Pouch",
"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"
diff --git a/domdiv/card_db/de/cards_de.json b/domdiv/card_db/de/cards_de.json
index bb2ad276..9da2a725 100644
--- a/domdiv/card_db/de/cards_de.json
+++ b/domdiv/card_db/de/cards_de.json
@@ -1795,7 +1795,7 @@
"untranslated": "description, extra, name"
},
"Druid": {
- "description": "+1 Buy
Receive one of the set aside, Boons (leaving it there).Setup: Set aside the top 3 Boons, face-up.",
+ "description": "+1 Buy
Receive one of the set aside Boons (leaving it there).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"
@@ -2101,7 +2101,7 @@
"untranslated": "description, extra, name"
},
"Tracker": {
- "description": "+1 Coin
Recieve a Boon.While this is in play, when you gain a card, you may put that card onto your deck.
Heirloom: Pouch",
+ "description": "+1 Coin
Receive a Boon.While this is in play, when you gain a card, you may put that card onto your deck.
Heirloom: Pouch",
"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"
diff --git a/domdiv/card_db/en_us/cards_en_us.json b/domdiv/card_db/en_us/cards_en_us.json
index 5a4cfcaa..06350e14 100644
--- a/domdiv/card_db/en_us/cards_en_us.json
+++ b/domdiv/card_db/en_us/cards_en_us.json
@@ -1,2418 +1,2418 @@
{
"Alms": {
- "description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.",
- "extra": "You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.",
+ "description": "Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coin.",
+ "extra": "You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to 4 Coins. The gained card comes from the Supply and is put into your discard pile.",
"name": "Alms"
},
"Amulet": {
- "description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.",
- "extra": "You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.",
+ "description": "Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.",
+ "extra": "You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.",
"name": "Amulet"
},
"Artificer": {
- "description": "+1 Card
+1 Action
+1 CoinDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.",
- "extra": "First you get +1 Card, +1 Action, and +1 Coin. Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards.",
+ "description": "+1 Card
+1 Action
+1 CoinDiscard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.",
+ "extra": "First you get +1 Card, +1 Action, and +1 Coin. Then you discard any number of cards. You may choose not to discard any cards. Then you may gain a card costing exactly 1 per card discarded. For example if you discarded two cards; you may gain a card costing 2 ; if you discard no cards, you may gain a card costing 0. The gained card comes from the Supply and is put on top of your deck. You may choose not to gain a card, even if you discard cards.",
"name": "Artificer"
},
"Ball": {
- "description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.",
- "extra": "When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.",
+ "description": "Take your - 1 Coin token. Gain 2 cards each costing up to 4 Coin.",
+ "extra": "When you buy this, you take your - 1 Coin token, which will cause you to get 1 Coin less the next time you get Coins. Then you gain 2 cards, each costing up 4 Coins. They can be 2 copies of the same card or 2 different cards.",
"name": "Ball"
},
"Bonfire": {
- "description": "Trash up to 2 cards you have in play.",
- "extra": "This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.",
+ "description": "Trash up to 2 cards you have in play.",
+ "extra": "This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the 1 Coin you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay 3 Coins for a Bonfire to trash two of the Coppers, then spend the other 2 Coins on a Peasant.",
"name": "Bonfire"
},
"Borrow": {
- "description": "+1 BuyOnce per turn:
If your -1 Card token isn't on your deck, put it there and +1 Coin.",
- "extra": "You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.",
+ "description": "+1 BuyOnce per turn:
If your -1 Card token isn't on your deck, put it there and +1 Coin.",
+ "extra": "You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get + 1 Coin. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.",
"name": "Borrow"
},
"Bridge Troll": {
- "description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:+1 BuyWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.",
- "extra": "This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins).",
+ "description": "Each other player takes his -1 Coin token. Now and at the start of your next turn:+1 BuyWhile this is in play, cards cost 1 Coin less on your turn, but not less than 0 Coins.",
+ "extra": "This gives each other player his - 1 Coin token, which will cause those players to get 1 Coin less the next time they get treasure; see the Tokens section. It also gives you +1 Buy both on the turn you play it and on your next turn. While Bridge Troll is in play, on your turns only, cards cost 1 Coin less, but not less than 0 Coins. This applies to all cards everywhere, including cards in the Supply, cards in hand, and cards in Decks. For example if you have Bridge Troll in play and play Raze, trashing Estate, Estate will only cost 1 Coin, so you'll only look at one card rather than two. This is cumulative; if you have two Bridge Trolls in play from last turn and play another Bridge Troll this turn, all cards will cost 3 Coins less this turn (to a minimum of 0 Coins).",
"name": "Bridge Troll"
},
"Caravan Guard": {
- "description": "+1 Card
+1 ActionAt the start of your next turn, +1 CoinWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)",
- "extra": "This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player's turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player's turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.",
+ "description": "+1 Card
+1 ActionAt the start of your next turn, +1 CoinWhen another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)",
+ "extra": "This gives you +1 Card and +1 Action when you play it, and then + 1 Coin at the start of your next turn after that. This card has a Reaction ability that lets you play it when another player plays an Attack card. Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + 1 Coin at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player's turn. Similarly if a token gives you + 1 Coin or +1 Buy during another player's turn, that still does not let you buy cards during that player's turn (although + 1 Coin can cancel the - token given out by Bridge Troll). The +1 Action (or potential other +'s) does not carry over to your next turn either. After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.",
"name": "Caravan Guard"
},
"Champion": {
- "description": "+1 ActionFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.(This stays in play. This is not in the Supply.)",
- "extra": "Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.",
+ "description": "+1 ActionFor the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.(This stays in play. This is not in the Supply.)",
+ "extra": "Champion stays in play for the rest of the game once played. For the rest of the game, it provides you with an additional +1 Action each time you play an Action, which means you will always be able to play all of your Actions; and it protects you from all further Attacks played (whether you want the protection or not). Champion only protects you from Attacks played after it; for example it does not stop a previously played Swamp Hag from giving you Curses that turn.",
"name": "Champion"
},
"Coin of the Realm": {
- "description": "1 <*COIN*>When you play this, put it on your Tavern mat.Directly after resolving an Action, you may call this for +2 Actions.",
- "extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.",
+ "description": "1 <*COIN*>When you play this, put it on your Tavern mat.Directly after resolving an Action, you may call this for +2 Actions.",
+ "extra": "This is a Treasure worth 1 Coin. You play it in your Buy phase, like other Treasures. When you play it, it goes on your Tavern mat. It produces 1 Coin that turn but is no longer in play. It stays on the mat until you call it. You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards). Move the Coin of the Realm into play when you call it, but it does not give you 1 Coin that turn, it just gives +2 Actions. It is discarded that turn with your other cards in play.",
"name": "Coin of the Realm"
},
"Disciple": {
- "description": "You may play an Action card from your hand twice. Gain a copy of it.When you discard this from play, you may exchange it for a Teacher.(This is not in the Supply.)",
- "extra": "Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.",
+ "description": "You may play an Action card from your hand twice. Gain a copy of it.When you discard this from play, you may exchange it for a Teacher.(This is not in the Supply.)",
+ "extra": "Playing an Action card from your hand is optional. If you do play one, you play it twice, then gain a copy of it if possible; gaining the copy is not optional once you have played it. The copy comes from the Supply and is put into your discard pile; if the Action is a non-Supply card, such as Fugitive, you can play it twice, but do not gain a copy of it. This does not use up any extra Actions you were allowed to play due to cards like Port - Disciple itself uses up one Action and that is it. You cannot play any other cards in between resolving the Discipled Action card multiple times, unless that Action card specifically tells you to (such as Disciple itself does). If you Disciple a card that gives you +1 Action, such as Artificer, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Artificers. If you use Disciple on a Duration card, Disciple will stay in play until the Duration card is discarded.",
"name": "Disciple"
},
"Distant Lands": {
- "description": "Put this on your Tavern mat.Worth 4 if on your Tavern mat at the end of the Game (otherwise worth 0 ).",
- "extra": "This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).",
+ "description": "Put this on your Tavern mat.Worth 4 if on your Tavern mat at the end of the Game (otherwise worth 0 ).",
+ "extra": "This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players. This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it. At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).",
"name": "Distant Lands"
},
"Dungeon": {
- "description": "+1 ActionNow and at the start of your next turn: +2 Cards then discard 2 cards.",
- "extra": "When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.",
+ "description": "+1 ActionNow and at the start of your next turn: +2 Cards then discard 2 cards.",
+ "extra": "When you play this, you get +1 Action, draw 2 cards, and discard 2 cards; then at the start of your next turn, you again draw 2 cards and discard 2 cards.",
"name": "Dungeon"
},
"Duplicate": {
- "description": "Put this on your Tavern mat.When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.",
- "extra": "When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.",
+ "description": "Put this on your Tavern mat.When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.",
+ "extra": "When you play this, you put it on your Tavern mat. It stays on your mat until you call it. You can call it when gaining a card costing up to 6 Coins , and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as Teacher. Duplicate can be called during other players' turns when you gain cards; for example, another player might buy Messenger and choose to have each player gain an Estate, and you could Duplicate that Estate. You can call multiple Duplicates to gain multiple copies of the same card. Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.",
"name": "Duplicate"
},
"Expedition": {
- "description": "Draw 2 extra cards for your next hand.",
- "extra": "This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.",
+ "description": "Draw 2 extra cards for your next hand.",
+ "extra": "This increases the number of cards you draw in Clean- up of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.",
"name": "Expedition"
},
"Ferry": {
- "description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin).",
- "extra": "When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.",
+ "description": "Move your - 2 Coin cost token to an Action Supply pile (cards from that pile cost 2 Coin less on your turns, but not less than 0 Coin).",
+ "extra": "When you buy this, you move your - 2 Coin cost token to any Action Supply pile. This token makes cards from that pile cost 2 Coins less, but not less than 0 Coins, on your turns; see the Tokens section.",
"name": "Ferry"
},
"Fugitive": {
- "description": "+2 Cards
+1 ActionDiscard a card.When you discard this from play, you may exchange it for a Disciple.(This is not in the Supply.)",
- "extra": "When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.",
+ "description": "+2 Cards
+1 ActionDiscard a card.When you discard this from play, you may exchange it for a Disciple.(This is not in the Supply.)",
+ "extra": "When you play this, you draw 2 cards, get +1 Action, and then discard a card from your hand. The discarded card does not have to be one of the cards just drawn.",
"name": "Fugitive"
},
"Gear": {
- "description": "+2 CardsSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.",
- "extra": "You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.",
+ "description": "+2 CardsSet aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.",
+ "extra": "You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear. If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.",
"name": "Gear"
},
"Giant": {
- "description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.",
- "extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.",
+ "description": "Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.",
+ "extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you turn the Journey token over. Then, if it is face down, you get + 1 Coin and nothing more happens. If it is face up, you get + 5 Coins and the attack part happens. The attack resolves in turn order, starting with the player to your left. The player reveals the top card of his deck, and either trashes it if it costs from 3 to 6 Coins, or discards it and gains a Curse otherwise. Cards with in the cost (from Alchemy) do not cost from 3 to 6 Coins. Cards with an asterisk or + by the cost that cost from 3 to 6 Coins (such as Teacher, or Masterpiece from Guilds) do get trashed. Players can respond to Giant being played with Reactions that respond to Attacks (such as Caravan Guard), even if Giant will only be producing + 1 Coin this time.",
"name": "Giant"
},
"Guide": {
- "description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to discard your hand and draw 5 cards.",
- "extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.",
+ "description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to discard your hand and draw 5 cards.",
+ "extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards. You discard it that turn with your other cards in play.",
"name": "Guide"
},
"Haunted Woods": {
- "description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.At the start of your next turn:+3 Cards",
- "extra": "you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.",
+ "description": "Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.At the start of your next turn:+3 Cards",
+ "extra": "you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card. A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions. A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck. Players who do not buy any cards can discard their hand normally. Buying Events is not buying cards and so does not trigger this. If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.",
"name": "Haunted Woods"
},
"Hero": {
- "description": "+2 CoinsGain a Treasure.When you discard this from play, you may exchange it for a Champion.(This is not in the Supply.)",
- "extra": "The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.",
+ "description": "+2 CoinsGain a Treasure.When you discard this from play, you may exchange it for a Champion.(This is not in the Supply.)",
+ "extra": "The Treasure comes from the Supply and is put into your discard pile. It can be any Treasure being used that game.",
"name": "Hero"
},
"Hireling": {
- "description": "At the start of each of your turns for the rest of the game:+1 Card(This stays in play.)",
- "extra": "After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.",
+ "description": "At the start of each of your turns for the rest of the game:+1 Card(This stays in play.)",
+ "extra": "After playing this, you draw an extra card at the start of each of your turns for the rest of the game. Hireling stays in play for the rest of the game to track this. If you use Disciple (or a similar card, like Throne Room) to play Hireling twice, you will draw two extra cards each turn, and Disciple will also stay in play for the rest of the game.",
"name": "Hireling"
},
"Inheritance": {
- "description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).",
- "extra": "You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.",
+ "description": "Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coin. Move your Estate token to it (your Estates gain the abilities and types of that card).",
+ "extra": "You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to 4 Coins, and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring. For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players. An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands). There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to 4 Coins; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to 4 Coins, it only has to cost up to 4 Coins when set aside. Your Estates are still worth 1 Victory Point when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.",
"name": "Inheritance"
},
"Lost Arts": {
- "description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).",
- "extra": "When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.",
+ "description": "Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).",
+ "extra": "When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.",
"name": "Lost Arts"
},
"Lost City": {
- "description": "+2 Cards
+2 ActionsWhen you gain this, each other player draws a card.",
- "extra": "When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.",
+ "description": "+2 Cards
+2 ActionsWhen you gain this, each other player draws a card.",
+ "extra": "When you gain this, each other player draws a card. This applies whether you bought it or gained it some other way.",
"name": "Lost City"
},
"Magpie": {
- "description": "+1 Card
+1 ActionReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.",
- "extra": "If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.",
+ "description": "+1 Card
+1 ActionReveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.",
+ "extra": "If the top card of your deck is a Treasure, it goes into your hand. If the card is not a Treasure, leave it on top of your deck. If the card is an Action card or Victory card, you gain a Magpie; once the Magpie pile is empty, revealing an Action or Victory card will not get you anything. If you reveal a Harem (from Intrigue), you both put it into your hand and gain a Magpie, since it is both a Treasure and a Victory card.",
"name": "Magpie"
},
"Messenger": {
- "description": "+1 Buy
+2 CoinsYou may put your deck into your discard pile.When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.",
- "extra": "When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.",
+ "description": "+1 Buy
+2 CoinsYou may put your deck into your discard pile.When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.",
+ "extra": "When you play this, you get +1 Buy, + 2 Coin , and may optionally put your deck into your discard pile. This is not discarding cards and does not trigger Tunnel (from Hinterlands). When you buy Messenger, if it is the first thing you bought that turn (card or Event), you gain a card costing up to 4 Coins from the Supply, putting it into your discard pile, and then each other player in turn order also gains a copy of that card. If the Supply runs out of copies of the card, further players do not get anything.",
"name": "Messenger"
},
"Miser": {
- "description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.",
- "extra": "You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.",
+ "description": "Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.",
+ "extra": "You may choose to put a Copper from your hand on your mat even if you have no Coppers in hand; nothing will happen. You may also choose to get + 1 Coin per Copper on your mat if there are no Coppers on your mat; nothing will happen. Putting a Copper from your hand on your mat is not trashing it; Coppers on your mat are not in play, but count as part of your deck when scoring at the end.",
"name": "Miser"
},
"Mission": {
- "description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.",
- "extra": "You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.",
+ "description": "Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.",
+ "extra": "You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it. You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travelers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.",
"name": "Mission"
},
"Page": {
- "description": "+1 Card
+1 ActionWhen you discard this from play, you may exchange it for a Treasure Hunter.",
- "extra": "See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.",
+ "description": "+1 Card
+1 ActionWhen you discard this from play, you may exchange it for a Treasure Hunter.",
+ "extra": "See the section on Travelers. When you play Page, you get +1 Card and +1 Action. When you discard it from play, you may return it to its pile and take a Treasure Hunter, putting it into your discard pile.",
"name": "Page"
},
"Pathfinding": {
- "description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).",
- "extra": "When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.",
+ "description": "Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).",
+ "extra": "When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.",
"name": "Pathfinding"
},
"Peasant": {
- "description": "+1 Buy
+1 CoinWhen you discard this from play, you may exchange it for a Soldier.",
- "extra": "See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.",
+ "description": "+1 Buy
+1 CoinWhen you discard this from play, you may exchange it for a Soldier.",
+ "extra": "See the section on Travelers. When you play Peasant, you get +1 Buy and + 1 Coin. When you discard it from play, you may return it to its pile and take a Soldier, putting it into your discard pile.",
"name": "Peasant"
},
"Pilgrimage": {
- "description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.",
- "extra": "At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.",
+ "description": "Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.",
+ "extra": "At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.",
"name": "Pilgrimage"
},
"Plan": {
- "description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)",
- "extra": "When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.",
+ "description": "Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)",
+ "extra": "When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.",
"name": "Plan"
},
"Port": {
- "description": "+1 Card
+2 ActionsWhen you buy this, gain another Port.",
- "extra": "When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.",
+ "description": "+1 Card
+2 ActionsWhen you buy this, gain another Port.",
+ "extra": "When you buy a Port, you gain another Port. If you gain a Port some other way, you do not get an extra Port. There are 12 Ports in the pile; use all 12.",
"name": "Port"
},
"Quest": {
- "description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.",
- "extra": "You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.",
+ "description": "You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.",
+ "extra": "You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile. You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.",
"name": "Quest"
},
"Raid": {
- "description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.",
- "extra": "This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.",
+ "description": "Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.",
+ "extra": "This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers. The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.",
"name": "Raid"
},
"Ranger": {
- "description": "+1 BuyTurn your Journey token over (it starts face up). If it's face up, +5 Cards.",
- "extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.",
+ "description": "+1 BuyTurn your Journey token over (it starts face up). If it's face up, +5 Cards.",
+ "extra": "At the start of the game, place your Journey token (the one with the boot) face up. When you play this, you get +1 Buy, and turn the token over. Then if it is face down, nothing more happens. If it is face up, you draw 5 cards. So, every other time you play a Ranger, you will draw 5 cards. It does not matter what turned over the Journey token; you could turn it face down with Giant, then face up with Ranger.",
"name": "Ranger"
},
"Ratcatcher": {
- "description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand.",
- "extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.",
+ "description": "+1 Card
+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand.",
+ "extra": "When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Ratcatcher, you move it from the mat into play, and you trash a card from your hand. Ratcatcher is discarded that turn with your other cards in play.",
"name": "Ratcatcher"
},
"Raze": {
- "description": "+1 ActionTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in _ Coins of the trashed card. Put one into your hand and discard the rest.",
- "extra": "If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.",
+ "description": "+1 ActionTrash this or a card from your hand. Look at the number of cards from the top of your deck equal to the cost in _ Coins of the trashed card. Put one into your hand and discard the rest.",
+ "extra": "If you trash a card costing 0 Coins with this, you do not get any cards. If you trash a card costing 1 Coin or more, you look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card, take one into your hand, and discard the rest. For example if you trash an Estate, you look at the top two cards of your deck, put one into your hand, and discard the other one. You can trash the Raze itself; normally it costs 2 Coins, so you would look at two cards. Costs may be affected by cards like Bridge Troll. Raze is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Raze.",
"name": "Raze"
},
"Relic": {
- "description": "2 <*COIN*>When you play this, each other player puts his -1 Card token on his deck.",
- "extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.",
+ "description": "2 <*COIN*>When you play this, each other player puts his -1 Card token on his deck.",
+ "extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you also make each other player put his -1 Card token on his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section. Relic is an Attack despite not being an Action; it can be blocked with Moat and responded to with Caravan Guard and so on. A player responding to Relic with Caravan Guard first plays Caravan Guard, including drawing a card, and then puts his -1 Card token on his deck.",
"name": "Relic"
},
"Royal Carriage": {
- "description": "+1 ActionPut this on your Tavern mat.Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.",
- "extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.",
+ "description": "+1 ActionPut this on your Tavern mat.Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.",
+ "extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after resolving a played Action card that is still in play. Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a Raze used to trash itself). When called, Royal Carriage causes you to replay the card you just played. You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). You completely resolve the Action before deciding whether or not to use Royal Carriage on it. If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.",
"name": "Royal Carriage"
},
"Save": {
- "description": "+1 BuyOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).",
- "extra": "You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.",
+ "description": "+1 BuyOnce per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).",
+ "extra": "You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.",
"name": "Save"
},
"Scouting Party": {
- "description": "+1 BuyLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.",
- "extra": "When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.",
+ "description": "+1 BuyLook at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.",
+ "extra": "When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.",
"name": "Scouting Party"
},
"Seaway": {
- "description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).",
- "extra": "When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.",
+ "description": "Gain an Action card costing up to 4 Coin. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).",
+ "extra": "When you buy this, first you gain an Action card costing up to 4 Coins. The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later. For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing 4 Coins due to its own effect), and the token will stay there even when Bridge Troll costs 5 Coins later. You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost 5 Coins. You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.",
"name": "Seaway"
},
"Soldier": {
- "description": "+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.When you discard this from play, you may exchange it for a Fugitive.(This is not in the Supply.)",
- "extra": "This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.",
+ "description": "+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.When you discard this from play, you may exchange it for a Fugitive.(This is not in the Supply.)",
+ "extra": "This gives + 2 Coins, and then an additional + 1 Coin per other Attack card you have in play. Then each other player with 4 or more cards in hand discards a card. So for example if you play Soldier, then another Soldier, and have an opponent with 5 cards in hand, you will get + 2 Coins and that opponent will discard a card, then you will get + 2 Coins and an extra + 1 Coin while that opponent discards again. Soldier only cares about Attack cards in play, not Attack cards played that turn; for example using Disciple on Soldier will not produce an extra + 1 Coin, because there is no other Attack card in play. Duration Attacks played on the previous turn are Attack cards in play and so do count for Soldier.",
"name": "Soldier"
},
"Storyteller": {
- "description": "+1 Action
+1 CoinPlay up to 3 Treasures from your hand. Pay all of your _ Coins. +1 Card per Coin paid.",
- "extra": "This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.",
+ "description": "+1 Action
+1 CoinPlay up to 3 Treasures from your hand. Pay all of your _ Coins. +1 Card per Coin paid.",
+ "extra": "This lets you play Treasures in your Action phase. They go into play and produce Coins, just like Treasures played in the Buy phase. Then Storyteller turns all of your Coins into +Cards; for each Coin you have you lose the Coin and get +1 Card. For example if you had 4 Coins, you lose the 4 Coins and draw 4 cards. This makes you lose all Coins you have so far that turn, including the Coins you get from playing the Treasures, the + 1 Coin Storyteller gives you directly, and any you made earlier in the turn. You can track that the Treasures have been \"spent\" by putting them under the Storyteller. Potions, produced by Potions from Alchemy, is not Coin and so is not lost and does not get you any cards.",
"name": "Storyteller"
},
"Swamp Hag": {
- "description": "Until your next turn, when any other player buys a card, he gains a Curse.At the start of your next turn:+3 Coins",
- "extra": "you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.",
+ "description": "Until your next turn, when any other player buys a card, he gains a Curse.At the start of your next turn:+3 Coins",
+ "extra": "you will get + 3 Coins at the start of your next turn; and until then, other players will gain a Curse whenever they buy a Card. Players who buy multiple cards will gain a Curse per card bought; players who do not buy any cards will not get any Curses. This is cumulative; if you play two Swamp Hags, and the player after you plays one, then the player after that will get three Curses with any card bought. This does not affect cards gained other ways, only bought cards. Buying Events is not buying cards and so does not trigger this. If you play Swamp Hag and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will get + 3 Coins at the start of that turn and discard Swamp Hag that turn, and other players will never be affected by it. If you want to use a Reaction card like Moat against Swamp Hag, you have to use it right when Swamp Hag is played.",
"name": "Swamp Hag"
},
"Teacher": {
- "description": "Put this on your Tavern mat.At the start of your turn, you may call this, to move your +1 Card token, +1 Action token, +1 Buy token, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).(This is not in the Supply.)",
- "extra": "When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.",
+ "description": "Put this on your Tavern mat.At the start of your turn, you may call this, to move your +1 Card token, +1 Action token, +1 Buy token, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).(This is not in the Supply.)",
+ "extra": "When you play this, put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Teacher, it moves from the mat into play, and you choose your +1 Action, +1 Card, +1 Buy, or + 1 Coin token, and move it to an Action Supply pile that you have no tokens on. The token on the pile means that every time you play a card from that pile, you will get the corresponding bonus - if you put your +1 Action token on a pile, you will get an extra +1 Action when playing a card from that pile. See the Tokens section. This cannot put a token on a pile you have tokens on, including the tokens Teacher places as well as your - 2 Coin cost token and Trashing token. This can put a token on a pile that other players have tokens on. Other things can put tokens on a pile you put a token on with Teacher; it is just Teacher itself that cannot put a token on a pile you have a token on. It is okay if the pile has a token that does not belong to you or anyone, such as an Embargo token (from Seaside) or coin token for Trade Route (from Prosperity). It is okay if you have an Estate token on a card set aside from that pile.",
"name": "Teacher"
},
"Trade": {
- "description": "Trash up to 2 cards from your hand.Gain a Silver per card you trashed.",
- "extra": "You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.",
+ "description": "Trash up to 2 cards from your hand.Gain a Silver per card you trashed.",
+ "extra": "You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.",
"name": "Trade"
},
"Training": {
- "description": "Move your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).",
- "extra": "When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.",
+ "description": "Move your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get + 1 Coin).",
+ "extra": "When you buy this, you move your + 1 Coin token to any Action Supply pile. This token gives you + 1 Coin whenever you play a card from that pile; see the Tokens section.",
"name": "Training"
},
"Transmogrify": {
- "description": "+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.",
- "extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.",
+ "description": "+1 ActionPut this on your Tavern mat.At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.",
+ "extra": "When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, at the start of one of your turns. If multiple things can happen at the start of your turn, you can do them in any order. When you call Transmogrify, it moves from the mat into play, and you trash a card from your hand, then gain a card costing up to 1 Coin more than the trashed card. The gained card comes from the Supply and is put into your hand; if you had no cards to trash, you do not gain one. Transmogrify is discarded that turn with your other cards in play. You may trash a card to gain a card costing 1 Coin more, or the same amount, or less; you may trash a card to gain a copy of the same card.",
"name": "Transmogrify"
},
"Travelling Fair": {
- "description": "+2 BuysWhen you gain a card this turn, you may put it on top of your deck.",
- "extra": "When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.",
+ "description": "+2 BuysWhen you gain a card this turn, you may put it on top of your deck.",
+ "extra": "When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck. This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travelers exchanged for other cards; exchanging is not gaining. Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.",
"name": "Travelling Fair"
},
"Treasure Hunter": {
- "description": "+1 Action
+1 CoinGain a Silver per card the player to your right gained in his last turn.When you discard this from play, you may exchange it for a Warrior.(This is not in the Supply.)",
- "extra": "This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.",
+ "description": "+1 Action
+1 CoinGain a Silver per card the player to your right gained in his last turn.When you discard this from play, you may exchange it for a Warrior.(This is not in the Supply.)",
+ "extra": "This counts all cards gained, not just bought cards. For example if the player to your right played Amulet, gaining a Silver, then bought a Duchy, you would gain two Silvers. The gained Silvers are put into your discard pile.",
"name": "Treasure Hunter"
},
"Treasure Trove": {
- "description": "2 <*COIN*>When you play this, gain a Gold and a Copper.",
- "extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.",
+ "description": "2 <*COIN*>When you play this, gain a Gold and a Copper.",
+ "extra": "This is a Treasure worth 2 Coins. You play it in your Buy phase, like other Treasures. When you play it, you gain a Copper and a Gold from the Supply, putting them into your discard pile. If one of those piles is empty, you still gain the other card.",
"name": "Treasure Trove"
},
"Warrior": {
- "description": "+2 CardsFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.When you discard this from play, you may exchange it for a Hero.(This is not in the Supply.)",
- "extra": "Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers.",
+ "description": "+2 CardsFor each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.When you discard this from play, you may exchange it for a Hero.(This is not in the Supply.)",
+ "extra": "Each player, in turn order, discards the appropriate number of cards from the top of his deck, trashing the ones costing 3 or 4 Coins. If Warrior is your only Traveler in play, each other player will only discard and potentially trash one card. If you, for example, have a Peasant, a Fugitive, and the Warrior in play, each other player would discard and potentially trash three cards. Cards are only trashed if they cost exactly 3 Coins or exactly 4 Coins. Cards with Potion in the cost (from Alchemy) do not cost exactly 3 Coins or 4 Coins. Cards with an asterisk in the cost (such as Warrior) or + in the cost (such as Masterpiece from Guilds) may be trashed by Warrior (if costing 3 Coin or 4 Coin). Champion and Teacher are not Travelers.",
"name": "Warrior"
},
"Wine Merchant": {
- "description": "+1 Buy
+4 CoinsPut this on your Tavern mat.At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.",
- "extra": "When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.",
+ "description": "+1 Buy
+4 CoinsPut this on your Tavern mat.At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.",
+ "extra": "When you play this, you get +1 Buy and + 4 Coins, and put it on your Tavern mat. It stays on your mat until the end of one of your Buy phases in which you have 2 Coins or more that you didn't spend. At that point you can discard Wine Merchant from your mat. If you have multiple Wine Merchants on your mat, you don't need 2 Coins per Wine Merchant, just 2 Coins total.",
"name": "Wine Merchant"
},
"Alchemist": {
- "description": "+2 Cards
+1 ActionWhen 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.",
+ "description": "+2 Cards
+1 ActionWhen 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": "Alchemist"
},
"Apothecary": {
- "description": "+1 Card
+1 ActionReveal 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.",
+ "description": "+1 Card
+1 ActionReveal 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": "Apothecary"
},
"Apprentice": {
- "description": "+1 ActionTrash a card from your hand.+1 Card per _ Coin it costs.+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.",
+ "description": "+1 ActionTrash a card from your hand.+1 Card per _ Coin it costs.+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": "Apprentice"
},
"Familiar": {
- "description": "+1 Card
+1 ActionEach 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.",
+ "description": "+1 Card
+1 ActionEach 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": "Familiar"
},
"Golem": {
- "description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.Discard the other cards, then play the Action cards in either order.",
- "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.",
+ "description": "Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.Discard the other cards, then play the Action cards in either order.",
+ "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"
},
"Herbalist": {
- "description": "+1 Buy
+1 CoinWhen 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.",
+ "description": "+1 Buy
+1 CoinWhen 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": "Herbalist"
},
"Philosopher's Stone": {
- "description": "When you play this, count your deck and discard pile.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.",
+ "description": "When you play this, count your deck and discard pile.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": "Philosopher's Stone"
},
"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, , and Debt tokens.]",
+ "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, , and Debt tokens.]",
"name": "Possession"
},
"Scrying Pool": {
- "description": "+1 ActionEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.Put all of your revealed cards into your hand.",
- "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.",
+ "description": "+1 ActionEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.Put all of your revealed cards into your hand.",
+ "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": "Scrying Pool"
},
"Transmute": {
- "description": "Trash a card from your hand. If it is an...Action card, gain a DuchyTreasure card, gain a TransmuteVictory 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.",
+ "description": "Trash a card from your hand. If it is an...Action card, gain a DuchyTreasure card, gain a TransmuteVictory 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": "Transmute"
},
"University": {
- "description": "+2 ActionsYou 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.",
+ "description": "+2 ActionsYou 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": "University"
},
"Vineyard": {
- "description": "Worth 1 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.",
+ "description": "Worth 1 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": "Vineyard"
},
"Grey Mustang": {
- "description": "+1 Card(Victory cards may be discarded, then draw another)+2 Actions-1 Coin
(The coin is used for the entertainment of the precious thoroughbred.)1 <*VP*>
The victory point is counted at the end of the game.",
- "extra": "",
+ "description": "+1 Card(Victory cards may be discarded, then draw another)+2 Actions-1 Coin
(The coin is used for the entertainment of the precious thoroughbred.)1 <*VP*>
The victory point is counted at the end of the game.",
+ "extra": "",
"name": "Grey Mustang"
},
"Rabbits": {
- "description": "+1 Card+1 Action
All other players put a victory card from their hand on their deck.
If it's the 2nd Rabbits card played (in this turn), players must also search through their discard pile for Victory cards if they have none in hand.
If it's the 3rd Rabbits card (rabbit plague), all other players must put all Victory cards from their hand and discard pile on their deck.
Rabbits can only be defended against by Yard Dog.",
- "extra": "",
+ "description": "+1 Card+1 Action
All other players put a victory card from their hand on their deck.
If it's the 2nd Rabbits card played (in this turn), players must also search through their discard pile for Victory cards if they have none in hand.
If it's the 3rd Rabbits card (rabbit plague), all other players must put all Victory cards from their hand and discard pile on their deck.
Rabbits can only be defended against by Yard Dog.",
+ "extra": "",
"name": "Rabbits"
},
"Yard Dog": {
- "description": "+1 Card+1 Action
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": "",
+ "description": "+1 Card+1 Action
Defends the section in which he dwells (hand, discard pile or deck) against any attack which aims at this section (only if he is or becomes visible or can be shown)",
+ "extra": "",
"name": "Yard Dog"
},
"Potion": {
- "description": "1 <*POTION*>",
- "extra": "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.",
+ "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"
},
"Copper": {
- "description": "1 <*COIN*>",
- "extra": "60 cards per game.",
+ "description": "1 <*COIN*>",
+ "extra": "60 cards per game.",
"name": "Copper"
},
"Curse": {
- "description": "-1 <*VP*>",
- "extra": "Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.",
+ "description": "-1 <*VP*>",
+ "extra": "Curses are an available pile in the Supply regardless of what other cards are in the Supply. With 2 players, place 10 Curses in the Supply. With 3 players, place 20 Curses in the Supply. With 4 players, place 30 Curses in the Supply. With 5 players, place 40 Curses in the Supply. With 6 players, place 50 Curses in the Supply.",
"name": "Curse"
},
"Duchy": {
- "description": "3 <*VP*>",
- "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
+ "description": "3 <*VP*>",
+ "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
"name": "Duchy"
},
"Estate": {
- "description": "1 <*VP*>",
- "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
+ "description": "1 <*VP*>",
+ "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or more players.",
"name": "Estate"
},
"Gold": {
- "description": "3 <*COIN*>",
- "extra": "30 cards per game.",
+ "description": "3 <*COIN*>",
+ "extra": "30 cards per game.",
"name": "Gold"
},
"Province": {
- "description": "6 <*VP*>",
- "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.",
+ "description": "6 <*VP*>",
+ "extra": "Put 8 in the Supply in a game with two players. Put 12 in the Supply in a game with three or four players. Put 15 in the Supply in a game with five players. Put 18 in the Supply in a game with six players.",
"name": "Province"
},
"Silver": {
- "description": " 2 <*COIN*>",
- "extra": "40 cards per game.",
+ "description": " 2 <*COIN*>",
+ "extra": "40 cards per game.",
"name": "Silver"
},
"Trash": {
- "description": "Pile of trash.",
- "extra": "",
+ "description": "Pile of trash.",
+ "extra": "",
"name": "Trash"
},
"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.]",
+ "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": "Colony"
},
"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.]",
+ "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": "Platinum"
},
"Bag of Gold": {
- "description": "+1 ActionGain a Gold, putting it on top of your deck.(This is not in the Supply.)",
- "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.",
+ "description": "+1 ActionGain a Gold, putting it on top of your deck.(This is not in the Supply.)",
+ "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": "Bag of Gold"
},
"Diadem": {
- "description": "2 <*COIN*>When you play this, +1 Coins per unused Action you have (Action, not Action card).(This is not in the Supply.)",
- "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.",
+ "description": "2 <*COIN*>When you play this, +1 Coins per unused Action you have (Action, not Action card).(This is not in the Supply.)",
+ "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": "Diadem"
},
"Fairgrounds": {
- "description": "Worth 2 for every 5 differently named cards in your deck (rounded down).",
- "extra": "At the end of the game, this is worth 2 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.",
+ "description": "Worth 2 for every 5 differently named cards in your deck (rounded down).",
+ "extra": "At the end of the game, this is worth 2 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": "Fairgrounds"
},
"Farming Village": {
- "description": "+2 ActionsReveal 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.",
+ "description": "+2 ActionsReveal 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": "Farming Village"
},
"Followers": {
- "description": "+2 CardsGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.(This is not in the Supply.)",
- "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.",
+ "description": "+2 CardsGain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.(This is not in the Supply.)",
+ "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": "Followers"
},
"Fortune Teller": {
- "description": "+2 CoinEach 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.",
+ "description": "+2 CoinEach 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": "Fortune Teller"
},
"Hamlet": {
- "description": "+1 Card
+1 ActionYou may discard a card; If you do +1 Action.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.",
+ "description": "+1 Card
+1 ActionYou may discard a card; If you do +1 Action.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": "Hamlet"
},
"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 .",
+ "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": "Harvest"
},
"Horn of Plenty": {
- "description": "0 <*COIN*>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).",
+ "description": "0 <*COIN*>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": "Horn of Plenty"
},
"Horse Traders": {
- "description": "+1 Buy
+3 Coin
Discard 2 CardsWhen 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.",
+ "description": "+1 Buy
+3 Coin
Discard 2 CardsWhen 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": "Horse Traders"
},
"Hunting Party": {
- "description": "+1 Card
+1 ActionReveal 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.",
+ "description": "+1 Card
+1 ActionReveal 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": "Hunting Party"
},
"Jester": {
- "description": "+2 CoinsEach 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.",
+ "description": "+2 CoinsEach 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": "Jester"
},
"Menagerie": {
- "description": "+1 ActionReveal your hand.If there are no duplicate cards in it, +3 Cards.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.",
+ "description": "+1 ActionReveal your hand.If there are no duplicate cards in it, +3 Cards.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": "Menagerie"
},
"Princess": {
- "description": "+1 BuyWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.(This is not in the Supply.)",
- "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.",
+ "description": "+1 BuyWhile this is in play, cards cost 2 Coins less, but not less than 0 Coins.(This is not in the Supply.)",
+ "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": "Princess"
},
"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.",
+ "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": "Remake"
},
"Tournament": {
- "description": "+1 ActionEach player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card, +1 Coin.Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed",
- "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.",
+ "description": "+1 ActionEach player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card, +1 Coin.Prizes: Bag of Gold, Diadem, Followers, Princess, Trusty Steed",
+ "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"
},
"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.(The choices must be different.)(This is not in the Supply.)",
- "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.",
+ "description": "Choose two: +2 Cards; or +2 Actions; or +2 Coins; or gain 4 Silvers and put your deck into your discard pile.(The choices must be different.)(This is not in the Supply.)",
+ "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": "Trusty Steed"
},
"Young Witch": {
- "description": "+2 CardsDiscard 2 cards. Each other player may reveal a Bane card from his hand.If he doesn't, he gains a Curse.Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.",
- "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.",
+ "description": "+2 CardsDiscard 2 cards. Each other player may reveal a Bane card from his hand.If he doesn't, he gains a Curse.Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.",
+ "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": "Young Witch"
},
"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.",
+ "description": "Trash a card from your hand. Gain a card costing up to 5 Coins.",
+ "extra": "You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.",
"name": "Altar"
},
"Armory": {
- "description": "Gain a card costing up to 4 Coins, putting it on top of your deck.",
- "extra": "The card you gain comes from the Supply and is put on top of your deck.",
+ "description": "Gain a card costing up to 4 Coins, putting it on top of your deck.",
+ "extra": "The card you gain comes from the Supply and is put on top of your deck.",
"name": "Armory"
},
"Band of Misfits": {
- "description": "Play this as if it were an Action card in the Supply costing less than it that you choose.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",
+ "description": "Play this as if it were an Action card in the Supply costing less than it that you choose.This is that card until it leaves play.",
+ "extra": "When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits as a duration card (from Seaside), Band of Misfits will stay in play until next turn, just like the duration card would. If you use Band of Misfits as a Throne Room (from Dominion), King's Court (from Prosperity), or Procession, and use that effect to play a duration card, Band of Misfits will similarly stay in play. If you use Throne Room, King's Court, or Procession to play a Band of Misfits card multiple times, you only pick what to play it as the first time; the other times it is still copying the same card. For example, if you use Procession to play Band of Misfits twice and choose Fortress the first time, you will automatically replay it as Fortress, then trash the Band of Misfits, return it to your hand (it is a Fortress when it's trashed, and Fortress has a when-trashed ability that returns it to your hand), and gain an Action card costing exactly 6 Coins(1 Coin more than Band of Misfits, which has left play and so is no longer copying Fortress). If you use Band of Misfits as a card that does something during Clean-up, such as Hermit, it will do that thing during Clean-up. When you play Horn of Plenty (from Cornucopia), it counts Band of Misfits as whatever Band of Misfits was played as; for example if you play a Band of Misfits as a Fortress, and then play another Band of Misfits as a Scavenger, and then play Horn of Plenty, you will gain a card costing up to 3 Coins. Band of Misfits can only be played as a card that is visible in the Supply; it cannot be played as a card after its pile runs out, and cannot be played as a non-Supply card like Mercenary; it can be played as the top card of the Ruins pile, but no other Ruins, and can only be played as Sir Martin when that is the top card of the Knights pile",
"name": "Band of Misfits"
},
"Bandit Camp": {
- "description": "+1 Card
+2 ActionsGain 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.",
+ "description": "+1 Card
+2 ActionsGain a Spoils from the Spoils pile.",
+ "extra": "Draw a card before gaining a Spoils. The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. If there are no Spoils cards left, you do not get one.",
"name": "Bandit Camp"
},
"Beggar": {
- "description": "Gain 3 Coppers, putting them into your hand.When another player plays an Attack card, you may discard this.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.",
+ "description": "Gain 3 Coppers, putting them into your hand.