Themes: Adjustment to opponent, bottom-of-deck, mass effects
Flavor of the themes: Knowledge, social change, technology
Dominion: ProgressStamp Collector Action -
+1 Buy
+
Set aside any number of differently named action cards. Play them in any order.
Populist Action/Attack -
Gain 2 coppers. Each other player gains an estate and a curse.
Farmer Action -
+1 Card
+
You may play a Farmer from your hand.
Monk Action/Reaction -
+1 Card
+1 Action
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When another player buys a treasure, you may reveal this card from your hand and trash it. If you do, gain a Reformer from the Reformer pile.
Reformer Action -
Return this card to the Reformer pile.
Trash your hand. For each card you trashed, you may gain a card costing up to
more.
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This card is not in the supply.
Economist Action/Reaction -
Choose 1: Gain two cards costing up to
each; +1 Action and all cards in the supply cost $1 less until your buy phase.
Secret Council Action -
+
The player to your left names a card costing at least $3. Reveal your hand. If the card named is not in your hand, +2 Cards.
Superstitious Village Action/Attack
+1 Card
+2 Actions
Each other player may trash a card from his hand. If he doesn't, he gains a curse.
Discovery Action/Duration -
Gain an action card and set it aside. At the start of your next turn: Play it.
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While this is in play, at the start of his turn each other player may play an action card from his hand as if it was the card you set aside with this. If they do, it is that card until it leaves play.
Playwright Action -
+1 Card
+1 Action
Name a price. Reveal the bottom card of your deck. If the card costs the price you named, put it into your hand.
Innovator Action
+
Each other player draws two cards and puts a card from his hand on the bottom of their deck.
Censor Action/Attack -
+3 Cards
Each other player with 5 or more cards reveals his hand and discards a card you choose, then places the rest on the bottom of his deck in any order. He may then draw 4 or 6 cards.
Congress Action -
+1 Card
+2 Actions
Do this twice: Look at the bottom card of your deck, then discard it or put it on top of your deck.
Revolution Action/Attack -
+
Name a non-victory card in the supply. Each other player gains a copy of it. You gain a non-victory card costing up to
more.
Groundskeeper Action -
+1 Card
+1 Action
+
Choose one: set aside a card from your discard pile, discarding it after you next re-shuffle your deck, or shuffle your discard pile and put it on the bottom of your deck.
Printing Press Action -
+4 Cards
Reveal the bottom card of your deck. If it is an action card, gain a copy of it. Put a card from your hand on the bottom of your deck.
Caravel Action/Duration -
This turn and next turn: +1 Buy and +
Next turn: put a card from your discard pile into your hand.
Anatomist - Action -
+1 Action
Trash the top card of your deck. Gain a card costing up to
more than the trashed card.
Royal Society Victory/Reaction -
Worth 1 VP per 3 Science chips you have.
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When you buy a card with this in your hand, you may discard this and a treasure card. If you do, gain a science chip.
Innovator image: http://www.studenthandouts.com/01-Web-Pages/01-Picture-Pages/10.07-Industrial-Revolution/Richard-Arkwright-English-Inventor-Painting-by-Joseph-Wright-of-Derby-1790.jpg
Revolution image: http://www.bc.edu/bc_org/avp/cas/fnart/art/19th/belgian/wappers02.jpg
Congress image: http://72.32.58.69/img/oldPaintingCongress.jpg
Anatomist image: http://www.zhurnal.ru/staff/gorny/pics/max/von-Max_Der-Anatom.jpg