So...
Toll CardsEver wished games would just last that little bit longer? Think you could get the edge on your opponent if you had just one more turn? These cards are meant to give the ending of the game a bit more drama, if it needed it. They sit outside of the Supply until placed on top of supply piles (One type each for Treasures, Actions and Victory cards, each with a different way to place them there) and serve to make the cards people really want just out of reach, until someone buys one and get its negative effect.
The regrettably wordy "While in the Supply, if the card under this costs less than $x, this costs equal to it" bit at the end of their text means that if you cover the Estates with one, it'll cost $2 to get out of the way (into your deck) but if you cover the Provinces with one, it'll only cost $6 to clear. And yes, Salt The Earth and Lurker deal with some of these nuisances instantly, no problem.
Road
$5 Action
--
+3 Cards
Put a Toll Booth card on top of an Action supply pile that doesn't have one, and if you did, trash this.
Roads can lead you places, and in this case they're places that'll cost you. If you've managed to play enough of these to cover every Action supply pile, hey, you don't lose it.
Toll Booth
$5* Action-Toll
--
+1 Action
+ $1
-
When you gain this, look at the top 4 cards of your deck and discard all the Treasures other than Copper, putting the rest back in any order. While in the Supply, if the card under this costs less than $5, this costs equal to it.
A bit of a rubbish Action once you have it, but I didn't want it to do
nothing, it's not a Curse...
Fortify
$5 Event
--
Put a Portcullis card on top of each Treasure supply pile that doesn't have one.
If you placed 3 or more cards, +3 Coffers.
I suppose this is also worth buying if you get really inconsistent amounts of coin each turn, to turn the excess one turn into Coffers for the next...
Portcullis
$5* Treasure-Toll
--
$2
-
When you buy this, trash a Treasure other than Copper you have in play and gain a cheaper Treasure. While in the Supply, if the card under this costs less than $5, this costs equal to it.
Bummer! A reverse Mine? And you have to inflict it on yourself!? If you want you can trash a Gold to get rid of another one at least.
Gatehouse
$6 Action-Treasure
--
Put a Wayside Inn card on top of every Victory supply pile that doesn't have one.
-
This is always gained onto your deck. This is worth 2 VP per Toll card in the Supply at the end of the game.
The gaining-onto-your-deck is just to ensure it could be worth the buying risk on your penultimate turn. It pays to buy these as late as possible, too, so no-one else can get rid of the rest of the Toll cards...
Wayside Inn
$6* Victory-Toll
--
1 VP
-
When you gain this, return an Action card you have in play to the Supply. While in the Supply, if the card under this costs less than $6, this costs equal to it.
The endgame's gonna get weird when you're sacrificing Action cards just to be able to end the game. Hope you built a deck that can withstand it! They return to the supply just in case that might, at a pinch, prevent a three-pile ending.