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Author Topic: My Stupid Project: Re-doing all Dominion cards  (Read 16732 times)

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Jeebus

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My Stupid Project: Re-doing all Dominion cards
« on: March 20, 2013, 09:53:46 pm »
+33

For some reason I've been working on re-doing all Dominion card texts into sort of non-ambiguous little program instructions. The idea was to create card texts that don't care about space restrictions (yet are as concise as possible) and don't need the FAQ in addition; where all language is consistent, and most importantly timing is clearly defined.

I know this is a lot of text and also very strange and most people won't bother reading it. I'm hoping maybe someone will, so I can get some feedback, especially about the mistakes I've made. I keep catching mistakes myself, so I assume there are more.

In order to make it work, I needed some basic codes/symbols, mainly for event ability triggers and state ongoing ability timers (more on that below). But I also needed to clearly define the rules that aren't on the cards. So I ended up writing all the basic rules too. I wrote the set-up mainly to have a place to put the Duchess and Trade Route set-up rules, which were very problematic to keep on the cards. As it is I think I've covered all Dominion rules, except card costs and what is open information.

So the first post below will be the rules. The next one will be the cards themselves.

More about events abilities:

I defined events triggered abilities as something that happens at a certain time (triggered by an event ability trigger), and states ongoing abilities as something that's true under certain conditions (for the duration set by an state ongoing ability timer). Some event ability triggers are always in effect, like "when you play This" on almost all cards or "when you gain This" on certains cards. That means that from the start of the game, these events abilities can be triggered. Similarly some state ongoing ability timers are always in effect, like "when This is in play" on certain cards. Others are only in effect when an event ability is resolved, like next-turn events abilities on Durations (which need to be played) and on Horse Traders (which needs to be set aside); or cost reduction states ongoing abilities like on Bridge. Others are only in effect during an state ongoing ability, like the when-gain event ability on Royal Seal (which needs to be in play).

The next step I'm thinking about is redesigning the cards graphically (not the art, the text part) and making symbols out of almost everything. I think it will be almost unplayable that way, but fun to make (maybe).

UPDATE 2015-05-02: As Event is now a thing in Adventures, I changed it to ability here.
UPDATE 2015-05-07: Everything is up to date including Adventures.
UPDATE 2016-01-26: Included Summon (promo).
UPDATE 2017-09-19: Included Empires, and did a major update of ability triggers and state ongoing ability timers.
UPDATE 2017-11-10: Included Dismantle (promo), changed state to ongoing ability since State is now a thing in Nocturne, and some other fixes.
UPDATE 2017-11-25: Included Nocturne
UPDATE 2019-04-02: Included Renaissance and made several fixes
UPDATE 2020-02-20: Added Captain and Church, changed rules and cards according to the 2019 card errata and rules changes
UPDATE 2020-08-20: Included Menagerie, and Trader errata
« Last Edit: August 20, 2020, 02:45:09 pm by Jeebus »
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Jeebus

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #1 on: March 20, 2013, 09:55:14 pm »
+10

This - This card (the present card)

Timing of abilities (ability triggers)
P - When you play This
P! - When you play the specified card (before it's resolved)
A - When another player plays an Attack card (before it's resolved)
Pa - After you play the specified card (after it's resolved)
R! - When you would resolve the P ability of the specified card
G - When you gain This (or the specified card)
G! - When you would gain This (or the specified card)
B - When you buy This / this Event (or the specified card)
D - When you discard This
D* - When you discard This (or the specified card) from your play area
T - When you trash This (or the specified card)
R - When you receive This
Bs - At the start of your Buy phase
Be - At the end of your Buy phase
C - At the start of Clean-up
Cd - When you draw cards in Clean-up
Us - At the start of your turn
Ue - At the end of your turn

The following ability triggers trigger only once:
D* - When you discard This (or the specified card) from your play area this turn
C - At the start of Clean-up this turn
Cd - When you draw cards in Clean-up this turn
Us - At the start of your next turn
Ue - At the end of this turn
Ua, UA - After this turn
E - At the end of the game

X/X - Ability trigger is specified

Duration of ongoing abilities (ability timers)
|P| - While This (or the specified card) is in your play area
|B| - During your Buy phase
|-C| - Other than during Clean-up phase
|A| - While the Attack is resolved
|H| - While you have This / This token
|Hc| - While you have a cube on This
|U| - During your turn (or the specified turn)
|Uc| - For the rest of the current turn
|Un| - Until your next turn
|X| - Ability timer is specified

General rules
• The type and cost of a pile is determined by its randomizer.
• A card's pile is where it starts the game.
• An empty pile is still considered a pile.
• Buying an Event or Project is not buying a card, and its price can't be changed.
• The cards in your hand, your deck, your discard pile, your play area, and any cards you've set aside or on your Tavern mat, are your cards.
• You can count your deck, but not count or look through other players' decks or discard piles. You may only look through your discard pile if an ability lets you count it, or choose or take a card from it that isn't on top. All other face-up cards (and tokens) are open information, except shuffled piles. You can count other players' hands and face-down set-aside cards, and look at your own. Cards in Trash are open information.

Terms and symbols
• +x Action(s): Add x to your Action pool.
• +$x: Add x Coins to your money pool.
• +[Potion]: Add 1 [potion] to your money pool.
• +x Buy(s): Add x to your Buy pool.
• +x [VP]: Take x [VP] tokens from the token supply.
• +x Card(s): Draw x cards from your deck.
• +x Coffers: Take x Coin tokens from the token supply and put them on your Coffers mat.
• +x Villager(s): Take x Coin tokens from the token supply and put them on your Villagers mat.
• Cost: $x: x Coins, 0 Debt and 0 [potion].
• Cost: [potion]: 1 [potion], 0 Coins and 0 Debt.
• Cost: <x>: x Debt, 0 Coins and 0 [potion].
• Cost: $x*: The cost is $x. See the note on the card about buying the card.
• Cost: $x+: The cost is $x. You may overpay when buying the card: See the card description.

Setup
• Place these separate piles face-up in Supply:
      • 12 Estates, 12 Duchies, 12 Provinces (8 of each in 2-player games).
      • 60 Coppers, 40 Silvers, 30 Golds. (Double each pile in 5-6-player games)
      • 10 Curses for 2 players. Add 10 Curses for each player beyond 2.
• Select 10 different Kingdom cards, and place these piles in Supply, 10 cards in each pile, except Victory cards – which get 12 (8 in 2-player games) cards, Rats – which get 20 cards, and Port – which get 12 cards.
• Events, Landmarks, Projects and Ways are landscape cards. Include up to two landscape cards, but no more than 1 Way. Put the chosen cards separately on the table.
• Do the setup listed under Setup on any Events or Landmarks that are in the game.
• If Way of the Mouse is in the game:
      • Set aside an unused Action Kingdom card costing $2 or $3.
• If Young Witch is in the game:
      • Add an extra Kingdom card pile costing $2 or $3 to the Supply.
      • Cards from that pile are Bane cards.
• If Black Market is in the game:
      • Choose some Kingdom cards that are not already in Supply.
      • Make a deck out of one copy of each Kingdom card you chose.
      • After all players get to see these cards, shuffle the deck and turn it face-down.
      • This deck is the Black Market deck. It's not considered a pile.
      • If Young Witch is in the Black Market deck: Do the setup for Young Witch above.
• If Necromancer is in the game: Put the three Zombie cards in Trash.
• If Knight is in Supply: Shuffle the 10 Knight cards.
• If any Kingdom card with [potion] in its cost is in the game: Place 16 Potions in Supply.
• If any Looter card is in the game: Shuffle the 50 Ruins and use the same number as Curses, and place this pile in Supply.
• If any Doom card is in the game: Shuffle the 12 Hex cards into a face-down deck.
• If any Fate card is in the game: Shuffle the 12 Boon cards into a face-down deck.
• If Druid is in the game: Reveal the top 3 Boons from the Boons deck and put them on the table.
• If Baker is in the game: Each player gets +1 Coffers.
• Randomizers with two names separated by a slash denote split piles. In each split pile in Supply, include 5 of each of those two cards, the lowest-cost card on top.
• If Castle is in Supply: Sort the 12 Castle cards by cost, the lowest-cost card on top. (Use the 8 unique Castles in 2-player games.)
• Determine whether to use Colonies. If so: Place 12 (8 in 2-player games) Colonies and 12 Platinums in Supply.
• Determine whether to use Shelters. If so: Each player receives a Hovel, a Necropolis, and an Overgrown Estate. Otherwise: Each player receives 3 Estates.
• If any card in the game names an Heirloom, each player receives a copy of that Heirloom.
• Each player takes Coppers from Supply until he has 10 cards.
• If any card referring to another non-Kingdom card, or a type of non-Kingdom card, is in the game, include that pile or those piles.
• If any card referring to a State or Artifact is in the game, include those State/Artifact cards.
• If any card referring to your Tavern mat, Exile mat or player tokens are being used, or if any Projects are used, each player chooses a color (for their tokens, mat or Project cubes). The Journey token starts the game face-up.
• Each player shuffles his 10 cards and places it face-down as his deck, and draws 5 cards from it as his opening hand.

• If Changeling is in Supply:
      • G (costing $3 or more):
            • If a Changeling is available:
                  • You may return the gained card to its pile.
                  • If you did: Put a Changeling from Supply into your discard pile.

• If Duchess is in Supply:
      • G (Duchy):
            • You may gain a Duchess from Supply.

• If Fleet is in the game:
      • X - when the game would normally end:
            • The game instead continues with all players with a cube on Fleet taking an extra turn, starting with the first player after the player who last took a regular turn.
            • The game ends when the last turn from Fleet has been played.

• If Trade Route is in the game:
      • Add a Coin token from the token supply to each Victory card Supply pile.
      • G (Victory):
            • Move the Coin token from the pile of the gained card to the Trade Route mat.


Your turn
• Your Action pool starts with 1 Action.
• Your Buy pool starts with 1 Buy.
• Your money pool is empty.
• Other players' pools are empty.
Action phase:
Do this at any time during your Action phase, any number of times:
      • Return 1 Coin token from your Villagers mat to the token supply, and get +1 Action.
• Us abilities trigger.
• Do this any number of times:
      • If you have any Actions left in your Action pool:
            • Deduct 1 from your Action pool.
            • Play an Action card from your hand (see below).
Buy phase, first part:
Do this at any time during this part of your Buy phase, any number of times:
      • Return 1 Coin token from your Coffers mat to the token supply, and get +$1.
• Do this any number of times:
      • Play a Treasure card from your hand (see below).
Buy phase, second part:
Do this at any time during this part of your Buy phase, any number of times:
      • Deduct 1 Coin from your money pool, and return 1 Debt token to the token supply.
• Do this any number of times:
      • If you have any Buys left in your Buy pool and you have no Debt tokens:
            • Deduct 1 from your Buy pool.
            • Choose either:
                  • Buy a card from Supply (see below).
                  • Buy an Event (see below).
                  • Buy a Project (see below).
Night phase:
• Do this any number of times:
      • Play a Night card from your hand (see below).
Clean-up phase:
• C abilities trigger.
• Do this any number of times:
      • Discard a card from your play area (see below).
• Discard your hand (see below).
• Do this until you have no cards in your play area except certain cards (see below):
      • Discard a card from your play area (see below).
• Each other player does this until he has no cards in his play area except certain Durations (see below):
      • He discards a card from his play area (see below).
• Draw 5 cards.
• Cd abilities trigger.
• Ue abilities trigger.

After turn
• If either the Province pile is empty, or the Colony pile is empty (in a game using Colonies), or any 3 (4 in 5-6-player games) Supply piles are empty: The game ends.
• Otherwise: Ua abilities trigger, then UA abilities trigger.

End of the game
• E abilities trigger.
• You get 1 VP for each [VP] token you have.
• If several players are tied for VP, the player who had the fewest turns wins, not counting extra turns.

Definitions of player activities
Play a card
• Announce the card and put it in your play area.
• The card is considered played.
• A and P! abilities trigger.
• R! abilities trigger.
• P ability triggers (if it was not replaced).
• Pa abilities trigger.

Buy a card
• Choose a visible card with a cost (excluding Debt) no higher than what you have in your money pool.
• Take a Debt token from the token supply per <1> in the cost of the card.
• Deduct the rest of the cost from your money pool.
• B abilities trigger.
• Gain the copy of the chosen card that is on top of the Supply pile.

Buy an Event
• Choose an Event with a cost (excluding Debt) no higher than what you have in your money pool. You can't choose an Event that says "once per turn" if you already bought it this turn, or one that says "once per game" if you already bought it this game.
• Take a Debt token from the token supply per <1> in the cost of the Event.
• Deduct the rest of the cost from your money pool.
• B ability triggers.

Buy a Project
• Choose a Project with a cost no higher than what you have in your money pool, and which you don't already have a Project cube on.
• Deduct the cost from your money pool.
• Put one of your free Project cubes on the Project card.

Gain a card
• Default gaining destination is your discard pile.
• G! abilities trigger.
• Move the card to its gaining destination.
• G abilities trigger (if the card was gained).

Discard a card from your play area
• If the card is a Duration card:
      • Discard it unless it has set up an ability which is not yet resolved.
• If it's a card that plays cards causing them to be played an extra time that turn, and it played a Duration:
      • Only discard it if that Duration is being discarded this turn.
• If it's a card that plays cards without putting them in your play area, and it played a card:
      • Only discard it if the played card would have been discarded this turn.
• If the card is any other card: Discard it.
• If the card was discarded: D* abilities trigger.

Discard card(s)
• Put the card(s) at once in your discard pile face-up. You may order them first.
• D abilities trigger.

Trash card(s)
• Put the card(s) at once in Trash face-up.
• T abilities trigger.

Draw x card(s)
• Draw x card(s) from your deck.

Reveal/look at card(s) from your deck
• Set aside each card from your deck as you reveal/look at it.

Move x card(s) from your deck
Moving cards from your deck includes:
      Drawing cards
      Trashing cards from your deck
      Setting aside cards from your deck
      Discarding cards from your deck
• If there are less than x cards in your deck:
      • Shuffle your discard pile.
      • Add it to the bottom of your deck.
• Move x cards from the top of your deck, or as many as possible.

Take x Boons/Hexes
• If there are less than x cards in the Boon/Hex deck:
      • Shuffle the Boon/Hex discard pile.
      • Add it to the bottom of the deck.
• Take the top x cards from the deck.

Receive a Boon/Hex
• R ability triggers.
• Put the Boon/Hex card in the Boon/Hex discard pile.

Resolving abilities
• When an ability is triggered, resolve the whole ability. If you're not able to complete all the effects, do as much as you can. If an effect refers to a card that doesn't exist, the effect fails.
• While you are resolving abilities that triggered from a specific occurrence, any other ability that becomes available to trigger from the same occurrence will trigger.
• When something allows you to resolve a Reaction card in your hand, you can do so several times.
• Effects involving several players are resolved in turn order starting with the current player.
• If several abilities are triggered at the same time, resolve them in turn order, starting with the current player. Each ability is resolved by the affected player; “each other player...” affects the player being addressed. Such abilities affecting the same player are ordered by that player. When a player resolves an ability, players who have already had the chance to resolve abilities may resolve Reactions, starting with the current player.
• In between turns choices are made by the player who last had a turn.
• An ability always expects cards to be where they would normally be if no other abilities had moved them. If a card moves from that place (even if it moves back), the ability loses track of it; this means that the ability can't move it. If a card on your deck gets covered by another card, it has changed locations.
• Each card's abilities are distinct and cumulative.
• If a card is played using a Way, when discarding the card from your play area, treat the Way's effects as if they were the effects of the card.

« Last Edit: August 20, 2020, 02:41:52 pm by Jeebus »
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Jeebus

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #2 on: March 20, 2013, 09:58:07 pm »
+12

Cards

In the following list, an ability trigger is followed by an ability. It describes when that ability is triggered. An ability timer is followed by an ongoing ability. It describes when that ongoing ability is in effect.

All the following ability triggers and ability timers that are listed without qualifiers (i.e. in the leftmost column) are always in effect. Those that are listed as part of another ability are not in effect until that ability is resolved or (if ongoing) active.


The cards are given as “Name (Types) :Expansion”.

Copper (Treasure)
P:      • +$1.

Silver (Treasure)
P:      • +$2.

Gold (Treasure)
P:      • +$3.

Platinum (Treasure)
P:      • +$5.

Potion (Treasure)
P:      • +[Potion].

Estate (Victory)
E:      • If This is your card, you get 1 VP.

Duchy (Victory)
E:      • If This is your card, you get 3 VP.

Province (Victory)
E:      • If This is your card, you get 6 VP.

Colony (Victory)
E:      • If This is your card, you get 10 VP.

Curse (Curse)
E:      • If This is your card, you lose 1 VP.

Abandoned Mine (Action, Ruins) :D
P:      • +$1.

Ruined Library (Action, Ruins) :D
P:      • +1 Card.

Ruined Market (Action, Ruins) :D
P:      • +1 Buy.

Ruined Village (Action, Ruins) :D
P:      • +1 Action.

Survivors (Action, Ruins) :D
P:      • Look at the top 2 cards of your deck.
         • Choose either: • Discard them.  — or: • Put them back in any order.

Academy (Project) :R
|Hc|:   • G (Action):
                  • +1 Villager.

Acting Troupe (Action) :R
P:      • +4 Villagers.
         • Trash This.

Advance (Event) :E
B:      • You may trash an Action card from your hand.
         • If you did:
                  • Choose a visible Action card in Supply costing up to $6.
                  • Gain it.

Adventurer (Action) :B1
P:      • Reveal cards from your deck until you reveal 2 Treasures.
         • Put those Treasures into your hand.
         • Discard the other revealed cards.

Advisor (Action) :G
P:      • +1 Action.
         • Reveal the top 3 cards of your deck.
         • The player to your left chooses one of them.
         • Discard the chosen card.
         • Put the other revealed cards into your hand.

Alchemist (Action) :Al
P:      • +2 Cards, +1 Action
D*:    • If you have a Potion in your play area: You may put This onto your deck.

Alliance (Event) :M
B:      • Gain a Province from Supply.
         • Gain a Duchy from Supply.
         • Gain an Estate from Supply.
         • Gain a Gold from Supply.
         • Gain a Silver from Supply.
         • Gain a Copper from Supply.

Alms (Event) :Ad
B:      • If you have no Treasures in play:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.

Altar (Action) :D
P:      • Trash a card from your hand.
         • Choose a visible card in Supply costing up to $5.
         • Gain it.

Ambassador (Action, Attack) :S
P:      • Reveal a card from your hand.
         • If it has a Supply pile: Return up to 2 copies of it from your hand to its pile.
         • Resolve this for each other player:
                  • If a copy of the revealed card is visible in Supply: The player gains the copy.

Amulet (Action, Duration) :Ad
P:      • Choose either:
                   • +$1.  — or: • Trash a card from your hand.  — or: • Gain a Silver from Supply.
         • Us:  • Choose either:
                              • +$1.  — or: • Trash a card from your hand.  — or: • Gain a Silver from Supply.

Animal Fair (Action) :M
P:      • +$4.
         • +1 Buy per empty Supply pile.
X - when you would buy a card:
         • If you could choose This if you had enough in your money pool to pay its cost, you may choose it if you have an Action card in your hand.
X - when you would pay for This:
         • You may trash an Action card from your hand instead of paying the cost.

Annex (Event) :E
B:      • Look through your discard pile.
         • Choose up to 5 cards from it.
         • Put the other cards into your deck.
         • Shuffle your deck.
         • Gain a Duchy from Supply.

Apothecary (Action) :Al
P:      • +1 Card, +1 Action.
         • Reveal the top 4 cards of your deck.
         • Put the revealed Coppers and Potions into your hand.
         • Put the other cards back in any order.

Apprentice (Action) :Al
P:      • +1 Action.
         • Trash a card from your hand.
         • +1 Card per $1 in its cost.
         • +2 Cards if it has [potion] in its cost.

Aqueduct (Landmark) :E
G (Treasure):
         • Move 1 [VP] token from the pile of the Treasure to This.
G (Victory):
         • Take all [VP] tokens from This.
Setup: Add 8 [VP] tokens from the token supply to the Silver pile and 8 to the Gold pile.

Archive (Action, Duration) :E
P:      • +1 Action
         • Set aside the top 3 cards of your deck face-down.
         • Put one of the cards into your hand.
         • If you set aside 2 cards:
                  • Us:    • Put one of the cards into your hand.
         • If you set aside 3 cards:
                  • Us - at the start of your next two turns:
                           • Put one of the cards into your hand.

Arena (Landmark) :E
Bs:    • You may discard an Action card from your hand.
         • If you did: Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Armory (Action) :D
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it onto your deck.

Artificer (Action) :Ad
P:      • +1 Card, +1 Action, +$1.
         • Discard any number of cards from your hand.
         • You may choose a visible card in Supply costing exactly $1 per card you discarded.
         • Gain the chosen card onto your deck.

Artisan (Action) :B2
P:      • Choose a visible card in Supply costing up to $5.
         • Gain it to your hand.
         • Put a card from your hand onto your deck.

Avanto (Action) :X
P:      • +3 Cards.
         • You may play a Sauna from your hand.

Bad Omens (Hex) :N
R:      • Put your deck into your discard pile.
         • Look through your discard pile.
         • Reveal 2 Coppers from it.
         • Put the revealed Coppers onto your deck.
         • If you didn't reveal 2 Coppers: Reveal all cards in your deck.

Bag of Gold (Action, Prize) :C
P:      • +1 Action.
         • Gain a Gold from Supply onto your deck.

Baker (Action) :G
P:      • +1 Card, +1 Action, +1 Coffers.

Ball (Event) :Ad
B:      • Take your -$1 token from the token supply.
         • Do this twice:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.

Band of Misfits OLD VERSION (Action) :D
P:      • Choose a visible Action card in Supply costing less than This.
         • Play This as a copy of the chosen card.
         • |P|:   • This is a copy of the chosen card.


Band of Misfits (Action, Command) :D
P:      • Choose a visible non-Command Action card in Supply costing less than This.
         • Play the chosen card without putting it in your play area.

Bandit (Action, Attack) :B2
P:      • Gain a Gold from Supply.
         • Resolve this for each other player:
                  • The player reveals the top 2 cards of his deck.
                  • He chooses one of the revealed Treasures other than Copper.
                  • He trashes that card.
                  • He discards the other revealed cards.

Bandit Camp (Action) :D
P:      • +1 Card, +2 Actions.
         • Gain a Spoils from the Spoils pile.
         
Bandit Fort (Landmark) :E
E:      • You get -2 VP for each Silver and each Gold you have.

Banish (Event) :M
B:      • Choose a card from your hand.
         • Put any number of copies of it from your hand face-up on your Exile mat.

Bank (Treasure) :P
P:      • +$1 per Treasure in your play area (counting This).

Banquet (Event) :E
B:      • Do this twice: Gain a Copper from Supply.
         • Choose a visible non-Victory card in Supply costing up to $5.
         • Gain it.

Bard (Action, Fate) :N
P:      • +$2.
         • Take a Boon.
         • Receive the Boon.

Bargain (Event) :M
B:      • Choose a visible non-Victory card in Supply costing up to $5.
         • Gain it.
         • Each other player gains a Horse from the Horse pile.

Barge (Action, Duration) :M
P:      • Choose either:
                  • +3 Cards, +1 Buy.
         — or:
                  • Us:    • +3 Cards, +1 Buy.

Baron (Action) :I
P:      • +1 Buy.
         • You may discard an Estate from your hand.
         • If you did: +$4.
         • Otherwise: Gain an Estate from Supply.

Barracks (Project) :R
|Hc|:   • Us:    • +1 Action.

Basilica (Landmark) :E
B (any):   • If you have at least $2 in your money pool:         
                           • Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Bat (Night) :N
P:      • Trash up to 2 cards from your hand.
         • If you trashed at least 1 card:
                  • If a Vampire is available:
                           • Return This to its pile.
                           • If you did: Put a Vampire from Supply into your discard pile.

Baths (Landmark) :E
Ue:    • If you didn't gain any cards this turn:
                  • Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Battlefield (Landmark) :E
G (Victory):
         • Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Bazaar (Action) :S
P:      • +1 Card, +2 Actions, +$1.

Beggar (Action, Reaction) :D
P:      • Do this 3 times: Gain a Copper from Supply to your hand.
A:      • You may discard This from your hand.
         • If you did:
                  • Gain a Silver from Supply onto your deck.
                  • Gain a Silver from Supply.

Bishop (Action) :P
P:      • +$1, +1 [VP].
         • Trash a card from your hand.
         • +[VP] equal to half its cost in Coins, rounded down.
         • Each other player may trash a card from his hand.

Black Cat (Action, Attack, Reaction) :M
P:      • +2 Cards.
         • If it isn't your turn: Each other player gains a Curse from Supply.
G (Victory) - another player:
         • You may play This from your hand.

Black Market (Action) :X
P:      • +$2.
         • Reveal the top 3 cards of the Black Market deck.
         • Do this any number of times:
                  • Play a Treasure from your hand.
         • You may buy one of the revealed cards.
         • Put the unbought cards on the bottom of the Black Market deck in any order.

Blessed Village (Action, Fate) :N
P:      • +1 Card, +2 Actions.
G:      • Take a Boon.
         • Choose either:
                  • Receive the Boon.
         — or:
                  • Us:    • Receive the Boon.

Bonfire (Event) :Ad
B:      • Trash up to 2 cards from your play area.

Border Guard (Action) :R
P:      • +1 Action.
         • Reveal the top 2 cards of your deck.
         • Put one of them into your hand.
         • Discard the other revealed cards.
         • If the 2 revealed cards were Action cards:
                  • Choose either:
                           • Take Lantern.
                  — or:
                           • Take Horn.

Border Village (Action) :H
P:      • +1 Card, +2 Actions.
G:      • Choose a visible card in Supply costing less than This.
         • Gain the chosen card.

Borrow (Event) :Ad
B:      • +1 Buy.
         • If your -1 Card token is not on your deck:
                  • Put your -1 Card token on your deck.
                  • +$1.

Bounty Hunter (Action) :M
P:      • +1 Action.
         • Put a card from your hand face-up on your Exile mat.
         • If you only have one copy of it on your Exile mat: +$3.

Bridge (Action) :I
P:      • +1 Buy, +$1.
         • |Uc|:   • Cards cost $1 less, but not less than $0.

Bridge Troll (Action, Attack, Duration) :Ad
P:      • Each other player takes his -$1 token from the token supply.
         • +1 Buy.
         • Us:     • +1 Buy.
|P|:   • |U|:   • Cards cost $1 less, but not less than $0.

Bureaucrat (Action, Attack) :B
P:      • Gain a Silver from Supply onto your deck.
         • Resolve this for each other player:
                  • The player reveals a Victory card from his hand.
                  • He puts it onto his deck.
                  • If he didn't reveal a card: He reveals his hand.

Bustling Village (Action) :E
P:      • +1 Card, +3 Actions.
         • Look through your discard pile.
         • You may reveal a Settlers from it.
         • Put the revealed Settlers into your hand.

Butcher (Action) :G
P:      • +2 Coffers.
         • You may trash a card from your hand.
         • If you did:
                  • Return any Coin tokens from your Coffers mat to the token supply.
                  • Choose a visible card in Supply costing up to the cost of the trashed card plus the number of Coin tokens you returned.
                  • Gain the chosen card.

Cache (Treasure) :H
P:      • +$3.
G:      • Do this twice: Gain a Copper from Supply.

Camel Train (Action) :M
P:      • Choose a visible non-Victory card from Supply.
         • Put it face-up on your Exile mat.
G:      • Put a Gold from Supply face-up on your Exile mat.

Canal (Project) :R
|Hc|:   • |U|:    • Cards cost $1 less, but not less than $0.

Candlestick Maker (Action) :G
P:      • +1 Action, +1 Buy, +1 Coffers.

Capital (Treasure) :E
P:      • +$6, +1 Buy.
D*:    • Take 6 Debt tokens from the token supply.
         • Deduct any Coins from your money pool.
         • For each Coin deducted: Return one of your Debt tokens to the token supply.

Capitalism (Project) :R
|Hc|:   • |U|:    • Action cards which have the text "+$" in any ability also have the type Treasure.

Captain (Action, Duration, Command) :X
P:      • Choose a visible non-Duration non-Command Action card in Supply costing up to $4.
         • Play the chosen card without putting it in your play area.
         • Us:    • Choose a visible non-Duration non-Command Action card from Supply costing up to $4.
                     • Play the chosen card without putting it in your play area.

Caravan (Action, Duration) :S
P:      • +1 Card, +1 Action.
         • Us:    • +1 Card.

Caravan Guard (Action, Duration, Reaction) :Ad
P:      • +1 Card, +1 Action.
         • Us:    • +$1.
A:      • You may play This from your hand.
         
Cardinal (Action, Attack) :M
P:      • +$2.
         • Resolve this for each other player:
                  • The player reveals the top 2 cards of his deck.
                  • He chooses one of them costing from $3 to $6.
                  • He puts that card face-up on his Exile mat.
                  • He discards the other revealed cards.

Cargo Ship (Action, Duration) :R
P:      • +$2.
         • G (any) - once this turn:
                  • You may set aside the gained card face-up.
                  • If you did:
                           • Us:    • Put the set-aside card into your hand.

Cartographer (Action) :H
P:      • +1 Card, +1 Action.                 
         • Look at the top 4 cards of your deck.
         • Discard any number of them.
         • Put the other cards back in any order.

Catacombs (Action) :D
P:      • Look at the top 3 cards of your deck.
         • Choose either:
                  • Put them into your hand.
         — or:
                  • Discard them.
                  • +3 Cards.
T:      • Choose a visible card in Supply costing less than This.
         • Gain the chosen card.

Catapult (Action, Attack) :E
P:      • +$1.
         • Trash a card from your hand.
         • If the trashed card costs $3 or more:
                  • Each other player gains a Curse from Supply.
         • If the trashed card is a Treasure:
                  • Each other player discards down to 3 cards in hand.

Cathedral (Project) :R
|Hc|:   • Us:    • Trash a card from your hand.

Cavalry (Action) :M
P:      • Gain 2 Horses from the Horse pile.
G:      • +2 Cards, +1 Buy.
         • If it's your Buy phase: Continue to your Action phase (without triggering Us abilities).

Cellar (Action) :B
P:      • +1 Action.
         • Discard any number of cards from your hand.
         • +1 Card per card discarded.

Cemetery (Victory) :N
G:      • Trash up to 4 cards from your hand.
E:      • If This is your card, you get 2 VP.

Champion (Action, Duration) :Ad
P:      • +1 Action.
         • A:      • |A|:   • You are unaffected by the effects of the Attack.
         • P! (Action):
                     • +1 Action.

Chancellor (Action) :B1
P:      • +$2.
         • You may put your deck into your discard pile.

Changeling (Night) :N
P:      • Trash This.
         • Choose a card in your play area.
         • If a copy of it is visible in Supply: Gain the copy.
(See Setup for other ability.)

Chapel (Action) :B
P:      • Trash up to 4 cards from your hand.

Chariot Race (Action) :E
P:      • +1 Action.
         • Reveal the top card of your deck.
         • Put it into your hand.
         • The player to your left reveals the top card of his deck.
         • He puts it back.
         • If your revealed card costs more:
                  • +$1, +1 [VP].

Charm (Treasure) :E
P:      • Choose either:
                  • +1 Buy, +$2.
         — or:
                  • B (any) - the next time this turn:
                           • You may choose a visible card in Supply with a different name and the same cost as the bought card.
                           • Gain the chosen card.

Church (Action, Duration) :X
P:      • +1 Action.
         • Set aside up to 3 cards from your hand face-down.
         • Us:    • Put the cards into your hand.
                     • You may trash a card from your hand.

Citadel (Project) :R
|Hc|:   • Pa (Action) - the first one played in your turn:
                  • Play the played card again.

City (Action) :P
P:      • +1 Card, +2 Actions.
         • If there are one or more empty Supply piles: +1 Card.
         • If there are two or more empty Supply piles: +$1, +1 Buy.

City Gate (Project) :R
|Hc|:   • Us:    • +1 Card.
                       • Put a card from your hand onto your deck.

City Quarter (Action) :E
P:      • +2 Actions.
         • Reveal your hand.
         • +1 Card per Action card revealed.

Cobbler (Night, Duration) :N
P:      • Us:    • Choose a visible card in Supply costing up to $4.
                     • Gain it to your hand.

Coin of the Realm (Treasure, Reserve) :Ad
P:      • +$1.
         • Put This face-up on your Tavern mat.
Pa (Action):
         • You may move This from your Tavern mat to your play area.
         • If you did: +2 Actions.

Colonnade (Landmark) :E
B (Action):
         • If there is a copy of the bought card in your play area:
                  • Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Commerce (Event) :M
B:      • Do this once for each differently named card you've gained this turn:
                  • Gain a Gold from Supply.

Conclave (Action) :N
P:      • +$2.
         • You may choose an Action card in your hand that isn't a copy of a card in your play area.
         • Play the chosen card.
         • If you did: +1 Action.

Conquest (Event) :E
B:      • Do this twice: Gain a Silver from Supply.
         • +1 [VP] per Silver you've gained this turn.

Conspirator (Action) :I
P:      • +$2.
         •  If you've played three or more Action cards this turn: +1 Card, +1 Action.

Contraband (Treasure) :P
P:      • +$3, +1 Buy.
         • The player to your left names a card.
         • |Uc|:   • You can't buy the named card.         

Coppersmith (Action) :I1
P:      • |Uc|:   • Copper's P ability is changed to give $1 more.

Council Room (Action) :B
P:      • +4 Cards, +1 Buy.
         • Each other player draws a card.

Count (Action) :D
P:      • Choose either:
                  • Discard 2 cards from your hand.
         — or:
                  • Put a card from your hand onto your deck.
         — or:
                  • Gain a Copper from Supply.
         • Choose either:
                  • +$3.  — or: • Trash your hand.  — or: • Gain a Duchy from Supply.

Counterfeit (Treasure) :D
P:      • +$1, +1 Buy.
         • You may choose a Treasure in your hand.
         • Do this twice: Play the card.
         • Trash it.

Counting House (Action) :P
P:      • Look through your discard pile.
         • Reveal any number of Coppers from it.
         • Put the revealed cards into your hand.

Courtier (Action) :I2
P:      • Reveal a card from your hand.
         • For each type it has, choose a different one of these:
                  • +1 Action. • +1 Buy. • +$3. • Gain a Gold from Supply.
         • Resolve them in the given order.

Courtyard (Action) :I
P:      • +3 Cards.
         • Put a card from your hand onto your deck.

Coven (Action, Attack) :M
P:      • +1 Action, +$2.
         • Resolve this for each other player:
                  • The player puts a Curse from Supply face-up on his Exile mat.
                  • If he didn't: He discards all the Curses from his Exile mat.

Crop Rotation (Project) :R
|Hc|:   • Us:    • You may discard a Victory card from your hand.
                       • If you did: +2 Cards.

Crossroads (Action) :H
P:      • Reveal your hand.
         • +1 Card per Victory card revealed.
         • If this is the first time you played a Crossroads this turn: +3 Actions.

Crown (Action, Treasure) :E
P:      • If it's your Action phase:
                  • You may choose an Action card in your hand.
         • If it's your Buy phase:
                  • You may choose a Treasure in your hand.
         • Do this twice: Play the chosen card.

Crumbling Castle (Victory, Castle) :E
G, T:  • +1 [VP].
         • Gain a Silver from Supply.
E:      • If This is your card, you get 1 VP.

Crypt (Night, Duration) :N
P:      • Choose any number of Treasures in your play area.
         • Set aside the chosen cards face-down.
         • |X - while one or more of the cards are still set aside|:
                  • Us:    • Put one of the cards into your hand.

Cultist (Action, Attack, Looter) :D
P:      • +2 Cards.
         • Each other player gains a visible Ruins from Supply.
         • You may play a Cultist from your hand.
T:      • +3 Cards.

Cursed Gold (Treasure, Heirloom) :N
P:      • +$3.
         • Gain a Curse from Supply.

Cursed Village (Action, Doom) :N
P:      • +1 Actions.
         • Draw until you have 6 cards in hand.
G:      • Take a Hex.
         • Receive the Hex.

Cutpurse (Action, Attack) :S
P:      • +$2.
         • Resolve this for each other player:
                  • The player discards a Copper from his hand.
                  • If he didn't: He reveals his hand.

Death Cart OLD VERSION (Action, Looter) :D
P:      • +$5.
         • You may trash an Action card from your hand.
         • If you didn't: Trash This.
G:      • Do this twice: Gain a visible Ruins from Supply.


Death Cart (Action, Looter) :D
P:      • You may choose either:
                  • Trash This.
         — or:
                  • Trash an Action card from your hand.
         • If you did trash a card: +$5.
G:      • Do this twice: Gain a visible Ruins from Supply.

Defiled Shrine (Landmark) :E
G (Action):
         • Move 1 [VP] token from the pile of the Action card to This.
B (Curse):
         • Take all [VP] tokens from This.
Setup: Add 2 [VP] tokens from the token supply to each non-Gathering Action Supply pile.

Delay (Event) :M
B:      • You may set aside an Action card from your hand face-up.
         • Us:    • Play the set-aside card.

Deluded (State) :N
|H - facing up|:
         • Bs:    • Return This.
                     • |Uc|:   • You can't buy Action cards.

Delusion (Hex) :N
R:      • If you don't have Deluded or Envious:
                  • Take a Deluded that no other player has, Deluded side facing up.

Delve (Event) :E
B:      • +1 Buy.
         • Gain a Silver from Supply.

Demand (Event) :M
B:      • Gain a Horse from the Horse pile onto your deck.
         • Choose a visible card in Supply costing up to $4.
         • Gain it onto your deck.

Den of Sin (Night, Duration) :N
P:      • Us:    • +2 Cards.
G!:     • Gain This to your hand instead of to your discard pile.

Desperation (Event) :M
B:      • You may gain a Curse from Supply.
         • If you did: +1 Buy, +$2.

Destrier (Action) :M
P:      • +2 Cards, +1 Action.
|U|:   • This costs $1 less per card you've gained this turn.

Develop (Action) :H
P:      • Trash a card from your hand.
         • Resolve these two in any order:
                  • A) Choose a visible card in Supply costing exactly $1 more than the trashed card.
                               • Gain the chosen card onto your deck.
                  • B) Choose a visible card in Supply costing exactly $1 less than the trashed card.
                               • Gain the chosen card onto your deck.

Devil's Workshop (Night) :N
P:      • If you've gained 2 or more cards this turn: Gain an Imp from the Imp pile.
         • If you've gained exactly 1 card this turn:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.
         • If you haven't gained any cards this turn: Gain a Gold from Supply.

Diadem (Treasure, Prize) :C
P:      • +$2.
         • +$1 per Action in your Action pool.

Diplomat (Action, Reaction) :I2
P:      • +2 Cards.
         • If you have 5 or fewer cards in hand: +2 Actions.
A:      • If you have 5 or more cards in hand:
                  • You may reveal This from your hand.
                  • If you did:
                           • +2 Cards.
                           • Discard 3 cards from your hand.

Disciple (Action, Traveller) :Ad
P:      • You may choose an Action card in your hand.
         • Do this twice: Play the card.
         • If a copy of that card is visible in Supply: Gain the copy.
D*:    • If a Teacher is available:
                  • You may return This to its pile.
                  • If you did: Put a Teacher from the Teacher pile into your discard pile.

Dismantle (Action) :X
P:      • Trash a card from your hand.
         • If it costs $1 or more:
                  • Choose a visible card in Supply costing less than the trashed card.
                  • Gain the chosen card.
                  • Gain a Gold from Supply.

Displace (Action) :M
P:      • Put a card from your hand face-up on your Exile mat.
         • Choose a visible card in Supply with a different name and costing up to $2 more than the card you put on your Exile mat.
         • Gain the chosen card.

Distant Lands (Action, Reserve, Victory) :Ad
P:      • Put This face-up on your Tavern mat.
E:      • If This is on your Tavern mat, you get 4 VP.

Doctor (Action) :G
P:      • Say a card name.
         • Reveal the top 3 cards of your deck.
         • Trash the revealed cards with this name.
         • Put the other cards back in any order.
B:      • You may deduct 1 or more Coins from your money pool.
         • Do this once for each Coin you deducted:
                  • Look at the top card of your deck.
                  • Choose either: • Trash it.  — or: • Discard it.  — or: • Put it back.

Dominate (Event) :E
B:      • Gain a Province from Supply.
         • If you did: +9 [VP].

Donate (Event) :E
B:      • Ua:    • Put your deck and your discard pile into your hand.
                      • Trash any number of cards from your hand.
                      • Put your hand into your deck.
                      • Shuffle your deck.
                      • Draw 5 cards.

Druid (Action, Fate) :N
P:      • +1 Buy.
         • Choose one of the Boons that were revealed during setup.
         • Receive the chosen Boon without putting it in the Boon discard pile.

Ducat (Treasure) :R
P:      • +1 Coffers, +1 Buy.
G:      • You may trash a Copper from your hand.

Duchess (Action) :H
P:      • +$2.
         • Resolve this for each player (including you):
                  • The player looks at the top card of his deck.
                  • He chooses either to discard it or put it back.
(See Setup for other ability.)

Duke (Victory) :I
E:      • If This is your card, you get 1 VP for each Duchy you have.

Dungeon (Action, Duration) :Ad
P:      • +2 Cards, +1 Action.
         • Discard 2 cards from your hand.
         • Us:    • +2 Cards.
                     • Discard 2 cards from your hand.

Duplicate (Action, Reserve) :Ad
P:      • Put This face-up on your Tavern mat.
G (costing $6 or less):
         • You may move This from your Tavern mat to your play area.
         • If you did:
                  • If a copy of the gained card is visible in Supply: Gain the copy.

Earth's Gift, The (Boon) :N
R:      • You may discard a Treasure card from your hand.
         • If you did:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.

Embargo OLD VERSION (Action) :S
P:      • +$2.
         • Trash This.
         • Add an Embargo token from the token supply to a Supply pile.
         • B - when a player buys from that Supply pile:
                  • The player gains a Curse from Supply.


Embargo (Action) :S
P:      • +$2.
         • Trash This.
         • If you did:
                  • Add an Embargo token from the token supply to a Supply pile.
                  • B - when a player buys from that Supply pile:
                           • The player gains a Curse from Supply.

Embassy (Action) :H
P:      • +5 Cards.
         • Discard 3 cards from your hand.
G:      • Each other player gains a Silver from Supply.

Emporium (Action) :E
P:      • +1 Card, +1 Action, +$1.
G:      • If there is at least 5 Action cards in your play area: +2 [VP].

Encampment (Action) :E
P:      • +2 Cards, +2 Actions.
         • You may reveal a Gold or a Plunder from your hand.
         • If you didn't:
                  • Set This aside face-up.
                  • C:         • Return This to its Supply pile.

Enchantress (Action, Attack, Duration) :E
P:      • |Un|:   • R! (Action) - another player, the first one played in his turn:
                                 • Instead, he gets +1 Card and +1 Action.
         • Us:      • +2 Cards.

Enclave (Event) :M
B:      • Gain a Gold from Supply.
         • Put a Duchy from Supply face-up on your Exile mat.

Engineer (Action) :E
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it.
         • You may trash This.
         • If you did:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.

Enhance (Event) :M
B:      • You may trash a non-Victory card from your hand.
         • Choose a visible card in Supply costing up to $2 more than the trashed card.
         • Gain the chosen card.

Envious (State) :N
|H - facing up|:
         • Bs:    • Return This.
                     • |Uc|:   • Silver and Gold's P ability is changed to: • +$1.

Envoy (Action) :X
P:      • Reveal the top 5 cards of your deck.
         • The player to your left chooses one of them.
         • Discard the chosen card.
         • Put the other revealed cards into your hand.

Envy (Hex) :N
R:      • If you don't have Deluded or Envious:
                  • Take an Envious that no other player has, Envious side facing up.

Exorcist (Night) :N
P:      • Trash a card from your hand.
         • Choose a card from one of the Spirit piles costing less than the trashed card.
         • Gain the chosen card.

Expand (Action) :P
P:      • Trash a card from your hand.
         • Choose a visible card in Supply costing up to $3 more than the trashed card.
         • Gain the chosen card.

Expedition (Event) :Ad
B:      • Cd:    • +2 Cards.

Experiment (Action) :R
P:      • +2 Cards, +1 Action.
         • Return This to its Supply pile.
G:      • Gain an Experiment from Supply without triggering its G ability.

Exploration (Project) :R
|Hc|:   • Be:    • If you didn't buy any cards in this Buy phase: +1 Coffers, +1 Villager.

Explorer (Action) :S
P:      • You may reveal a Province from your hand.
         • If you did: Gain a Gold from Supply to your hand.
         • Otherwise: Gain a Silver from Supply to your hand.

Fair (Project) :R
|Hc|:   • Us:    • +1 Buy.

Fairgrounds (Victory) :C
E:      • If This is your card, you get 2 VP for every 5 differently named cards you have (rounded down).

Faithful Hound (Action, Reaction) :N
P:        • +2 Cards.
|-C|:   • D:   • You may set This aside face-up.
                    • If you did:
                             • U - at the end of the next turn:    • Put This into your hand.

Falconer (Action, Reaction) :M
P:      • Choose a visible card in Supply costing less than This.
         • Gain the chosen card to your hand.
G (with 2 or more types) - any player:
         • You may play This from your hand.

Familiar (Action, Attack) :Al
P:      • +1 Card, +1 Action.
         • Each other player gains a Curse from Supply.

Famine (Hex) :N
R:      • Reveal the top 3 cards of your deck.
         • Discard the revealed Action cards.
         • Put the other cards back.
         • Shuffle your deck.

Farmers' Market (Action, Gathering) :E
P:      • +1 Buy.
         • If there are 4 or more [VP] tokens on the Farmers' Market pile:
                  • Take all [VP] tokens from the pile.
                  • Trash This.
         • Otherwise:
                  • Add 1 [VP] token from the token supply to the Farmers' Market pile.
                  • +$1 per [VP] token on the pile

Farming Village (Action) :C
P:      • +2 Actions.
         • Reveal cards from your deck until you reveal an Action or Treasure card.
         • Put that card into your hand.
         • Discard the other revealed cards.

Farmland (Victory) :H
B:      • Trash a card from your hand.
         • Choose a visible card in Supply costing exactly $2 more than the trashed card.
         • Gain the chosen card.
E:      • If This is your card, you get 2 VP.

Fear (Hex) :N
R:      • If you have at least 5 cards in hand:
                  • Discard an Action or Treasure card.
                  • If you didn't: Reveal your hand.

Feast (Action) :B1
P:      • Trash This.
         • Choose a visible card in Supply costing up to $5.
         • Gain it.

Feodum (Victory) :D
T:      • Do this 3 times: Gain a Silver from Supply.
E:      • If This is your card, you get 1 VP for every 3 Silvers you have (rounded down).

Ferry (Event) :Ad
B:      • Choose an Action Supply pile.
         • Put your -$2 Cost token on that pile.

Festival (Action) :B
P:      • +2 Actions, +1 Buy, +$2.

Field's Gift, The (Boon) :N
R:      • +1 Action, +$1.
         • X - when you now would put This in the Boon discard pile:
         • Instead:
                  • C:       • Put This in the Boon discard pile.

Fisherman (Action) :M
P:      • +1 Card, +1 Action, +$1.
|U|:   • If your discard pile is empty: This costs $3 less.

Fishing Village (Action, Duration) :S
P:      • +2 Actions, +$1.
         • Us:    • +1 Action, +$1.

Flag (Artifact) :R
|H|:   • Cd:    • +1 Card.

Flag Bearer (Action) :R
P:      • +$2.
G, T:  • Take Flag.

Flame's Gift, The (Boon) :N
R:      • You may trash a card from your hand.

Fleet (Project) :R
(See Setup for ability.)

Followers (Action, Attack, Prize) :C
P:      • +2 Cards.
         • Gain an Estate from Supply.
         • Resolve this for each other player:
                  • The player gains a Curse from Supply.
                  • He discards down to 3 cards in hand.

Fool (Action, Fate) :N
P:      • If you don't have Lost in the Woods:
                  • Take Lost in the Woods.
                  • Take 3 Boons.
                  • Receive the Boons in any order.

Fool's Gold (Treasure, Reaction) :H
P:      • If this is the first time you played a Fool's Gold this turn: +$1.
         • Otherwise: +$4.
G (Province) - another player:
         • You may trash This from your hand.
         • If you did: Gain a Gold from Supply onto your deck.

Forager (Action) :D
P:      • +1 Action, +1 Buy.
         • Trash a card from your hand.
         • +$1 per differently named Treasure in Trash.

Forest's Gift, The (Boon) :N
R:      • +1 Buy, +$1.
         • X - when you now would put This in the Boon discard pile:
         • Instead:
                  • C:       • Put This in the Boon discard pile.

Forge (Action) :P
P:      • Trash any number of cards from your hand.
         • Choose a visible card in Supply with cost exactly equal to the total cost in Coins of the trashed cards.
         • Gain the chosen card.

Fortress (Action) :D
P:      • +1 Card, +2 Actions.
T:      • Put This into your hand.

Fortune (Treasure) :E
P:      • +1 Buy.
         • If you haven't before been instructed to double the Coins in your money pool this turn:
                  • Double the Coins in your money pool.
G:      • Do this once for each Gladiator in your play area:
                  • Gain a Gold from Supply.

Fortune Teller (Action, Attack) :C
P:      • +$2.
         • Resolve this for each other player:
                  • The player reveals cards from his deck until he reveals a Victory or Curse card.
                  • He puts that card back.
                  • He discards the other revealed cards.

Forum (Action) :E
P:      • +3 Cards, +1 Action.
         • Discard 2 cards from your hand.
B:      • +1 Buy.

Fountain (Landmark) :E
E:      • If you have at least 10 Coppers: You get 15 VP.

Fugitive (Action, Traveller) :Ad
P:      • +2 Cards, +1 Action.
         • Discard a card from your hand.
D*:    • If a Disciple is available:
                  • You may return This to its pile.
                  • If you did: Put a Disciple from the Disciple pile into your discard pile.

Gamble (Event) :M
B:      • +1 Buy.
         • Reveal the top card of your deck.
         • If it is a Action or Treasure card: You may play it.
         • If you didn't play it: Discard it.

Gardens (Victory) :B
E:      • If This is your card, you get 1 VP for every 10 cards you have (rounded down).

Gatekeeper (Action, Duration, Attack) :M
P:      • Us:      • +$3.
         • |Un|:   • G (Action or Treasure that the player doesn't have any copies of on his Exile mat) - another player:
                              • He puts the gained card face-up on his Exile mat.

Gear (Action, Duration) :Ad
P:      • +2 Cards.
         • Set aside up to 2 cards from your hand face-down.
         • If you set aside any cards this way:
                  • Us:    • Put the cards into your hand.

Ghost (Night, Duration, Spirit) :N
P:      • Reveal cards from your deck until you reveal an Action card.
         • Discard the other revealed cards.
         • Set aside the Action card.
         • If you did:
                  • Us:    • Do this twice: Play the set-aside card.

Ghost Ship (Action, Attack) :S
P:      • +2 Cards.
         • Each other player with 4 or more cards in hand puts cards from his hand onto his deck until he has 3 cards in hand.

Ghost Town (Night, Duration) :N
P:      • Us:    • +1 Card, +1 Action.
G!:     • Gain This to your hand instead of to your discard pile.

Giant (Action, Attack) :Ad
P:      • Turn your Journey token over.
         • If your Journey token is face-down: +$1.
         • Otherwise:
                  • +$5.
                  • Resolve this for each other player:
                           • The player reveals the top card of his deck.
                           • If the card costs from $3 to $6: He trashes it.
                           • Otherwise:
                                    • He discards it.
                                    • He gains a Curse from Supply.

Gladiator (Action) :E
P:      • +$2.
         • Reveal a card from your hand.
         • The player to your left may reveal a copy of that card from his hand.
         • If he didn't:
                  • +$1.
                  • Trash a visible Gladiator from Supply.

Goat (Treasure, Heirloom) :N
P:      • +$1.
         • You may trash a card from your hand.

Goatherd (Action) :M
P:      • +1 Action.
         • You may trash a card from your hand.
         • +1 Card for each time that the player to your right trashed a card on his last turn.

Golem (Action) :Al
P:      • Reveal cards from your deck until you reveal 2 Actions other than Golems.
         • Discard the other revealed cards.
         • Choose one of the Action cards and play it.
         • Play the other Action card.

Goons (Action, Attack) :P
P:      • +1 Buy, +$2.
         • Each other player discards down to 3 cards in hand.
|P|:   • B (any):   • +1 [VP].

Governor (Action) :X
P:      • +1 Action.
         • Choose either:
                  A) • +3 Cards.
                      • Each other player draws a card.
         — or:
                  B) • Gain a Gold from Supply.
                      • Each other player gains a Silver from Supply.
         — or:
                  C) • You may trash a card from your hand.
                      • Choose a visible card in Supply costing exactly $2 more than the trashed card.
                      • Gain the chosen card.
                      • Resolve this for each other player:
                               • The player may trash a card from his hand.
                               • He chooses a visible card in Supply costing exactly $1 more than the trashed card.
                               • He gains the chosen card.

Grand Castle (Victory, Castle) :E
G:      • Reveal your hand.
         • +1 [VP] per Victory card in your hand or in any play area.
E:      • If This is your card, you get 5 VP.

Grand Market (Action) :P
P:      • +1 Card, +1 Action, +1 Buy, +$2.
|P (Copper)|:
         • You can't buy This.

Graverobber (Action) :D
P:      • Choose either:
                  • Choose a card from Trash costing from $3 to $6.
                  • Gain it onto your deck.
         — or:
                  • Trash an Action card from your hand.
                  • Choose a visible card in Supply costing up to $3 more than the trashed card.
                  • Gain the chosen card.

Great Hall (Action, Victory) :I1
P:      • +1 Card, +1 Action.
E:      • If This is your card, you get 1 VP.

Greed (Hex) :N
R:      • Gain a Copper from Supply onto your deck.

Groom (Action) :M
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it.
         • If the gained card is an Action card: Gain a Horse from the Horse pile.
         • If the gained card is a Treasure card: Gain a Silver from Supply.
         • If the gained card is a Victory card: +1 Card, +1 Action.

Groundskeeper (Action) :E
P:      • +1 Card, +1 Action.
|P|:   • G (Victory):
                  • +1 [VP].

Guardian (Night, Duration) :N
P:      • |Un|:    • A:      • |A|:   • You are unaffected by the effects of the Attack.
         • Us:        • +$1.
G!:     • Gain This to your hand instead of to your discard pile.

Guide (Action, Reserve) :Ad
P:      • +1 Card, +1 Action.                 
         • Put This face-up on your Tavern mat.
Us:    • You may move This from your Tavern mat to your play area.
         • If you did:
                  • Discard your hand.         
                  • +5 Cards.

Guildhall (Project) :R
|Hc|:   • G (Treasure):
                  • +1 Coffers.

Haggler (Action) :H
P:      • +$2.
|P|:   • B (any):      • Choose a visible non-Victory card in Supply that costs less than the bought card.
                               • Gain the chosen card.

Hamlet (Action) :C
P:      • +1 Card, +1 Action.
         • You may discard a card from your hand.
         • If you did: +1 Action.
         • You may discard a card from your hand.
         • If you did: +1 Buy.

Harbinger (Action) :B2
P:      • +1 Card, +1 Action.
         • Look through your discard pile.
         • You may put a card from it onto your deck.

Harem (Treasure, Victory) :I
P:      • +$2.
E:      • If This is your card, you get 2 VP.

Harvest (Action) :C
P:      • Reveal the top 4 cards of your deck
         • Discard the revealed cards.
         • +$1 per differently named card revealed.

Haunted Castle (Victory, Castle) :E
|U|:   • G:         • Gain a Gold from Supply.
                        • Each other player with 5 or more cards in hand puts 2 cards from his hand onto his deck.
E:      • If This is your card, you get 2 VP.

Haunted Mirror (Treasure, Heirloom) :N
P:      • +$1.
T:      • You may discard an Action card from your hand.
         • If you did: Gain a Ghost from the Ghost pile.

Haunted Woods (Action, Attack, Duration) :Ad
P:      • |Un|:   • B (any) - another player:
                                    • The player puts the cards in his hand onto his deck in any order.
         • Us:      • +3 Cards.

Haunting (Hex) :N
R:      • If you have at least 4 cards in hand:
                  • Put a card from your hand onto your deck.

Haven (Action, Duration) :S
P:      • +1 Card, +1 Action.
         • Set aside a card from your hand face-down.
         • If you did:
                  • Us:    • Put the card into your hand.

Herald (Action) :G
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck.
         • If it is an Action card: Play it.
         • Otherwise: Put it back.
B:      • You may deduct 1 or more Coins from your money pool.
         • Do this once for each Coin you deducted:
                  • Look through your discard pile.
                  • Put a card from it onto your deck.

Herbalist (Action) :Al
P:      • +1 Buy, +$1.
D*:    • You may put one of the Treasures from your play area onto your deck.

Hermit (Action) :D
P:      • Look through your discard pile.
         • You may choose either:
                  • Trash a non-Treasure card from your discard pile.
         — or:
                  • Trash a non-Treasure card from your hand.
         • Choose a visible card in Supply costing up to $3.
         • Gain it.
D*:    • If you didn't buy any cards this turn:
                  • Trash This.
                  • Gain a Madman from the Madman pile.

Hero (Action, Traveller) :Ad
P:      • +$2.
         • Choose a visible Treasure in Supply.
         • Gain it.
D*:    • If a Champion is available:
                  • You may return This to its pile.
                  • If you did: Put a Champion from the Champion pile into your discard pile.

Hideout (Action) :R
P:      • +1 Card, +2 Actions.
         • Trash a card from your hand.
         • If the trashed card is a Treasure: Gain a Curse from Supply.

Highway (Action) :H
P:      • +1 Card, +1 Action.
|P|:   • Cards cost $1 less, but not less than $0.

Hireling (Action, Duration) :Ad
P:      • Us:    • +1 Card.

Hoard (Treasure) :P
P:      • +$2.
|P|:   • B (Victory):
                  • Gain a Gold from Supply.

Horn (Artifact) :R
|H|:   • D* (Border Guard) - once per turn:
                  • You may put the Border Guard onto your deck.

Horn of Plenty (Treasure) :C
P:      • Choose a visible card in Supply costing up to $1 per differently named card in your play area, counting This.
         • Gain the chosen card.
         • If the gained card is a Victory card: Trash This.

Horse (Action) :M
P:      • +2 Cards, +1 Action.
         • Return This to the Horse pile.

Horse Traders (Action, Reaction) :C
P:      • +1 Buy, +$3.
         • Discard 2 cards from your hand.
A:      • You may set This aside face-up from your hand.
         • If you did:
                  • Us:    • +1 Card.
                              • Put This into your hand.

Hostelry (Action) :M
P:      • +1 Card, +2 Actions.
G:      • Reveal and discard any number of Treasures from your hand.
         • Do this once for each card you discarded:
                  • Gain a Horse from the Horse pile.

Hovel (Reaction, Shelter) :D
B (Victory):
         • You may trash This from your hand.

Humble Castle (Treasure, Victory, Castle) :E
P:      • +$1.
E:      • If This is your card, you get 1 VP for each Castle you have.

Hunting Grounds (Action) :D
P:      • +4 Cards.
T:      • Choose either:
                  • Gain a Duchy from Supply.
         — or:
                  • Do this 3 times: Gain an Estate from Supply.

Hunting Lodge (Action) :M
P:      • +1 Card, +2 Actions.
         • You may discard your hand.
         • If you did: +5 Cards.

Hunting Party (Action) :C
P:      • +1 Card, +1 Action.
         • Reveal your hand.
         • Reveal cards from your deck until you reveal a card that isn't a copy of one in your hand.
         • Put that card into your hand.
         • Discard the other revealed cards.

Idol (Treasure, Attack, Fate) :N
P:      • +$2.
         • If you have an odd number of Idols in your play area:
                  • Take a Boon.
                  • Receive the Boon.
         • Otherwise: Each other player gains a Curse from Supply.         

Ill-Gotten Gains (Treasure) :H
P:      • +$1.
         • You may gain a Copper from Supply to your hand.
G:      • Each other player gains a Curse from Supply.

Imp (Action, Spirit) :N
P:      • +2 Cards.
         • You may choose an Action card in your hand that isn't a copy of a card in your play area.
         • Play the chosen card.

Improve (Action) :R
P:      • +$2.
         • C:      • You may trash an Action card from your play area that would be discarded this turn.
                     • Choose a visible card in Supply costing exactly $1 more than the trashed card.
                     • Gain the chosen card.

Inheritance OLD VERSION (Event) :Ad
B:      • Choose a visible non-Victory Action card in Supply costing up to $4.
         • Set it aside face-up.
         • Put your Estate token on the card.
         • |X - while any Estate is yours|:
                  • The Estate also has the abilities and types of the card with your Estate token.


Inheritance (Event) :Ad
B:      • Choose a visible non-Command Action card in Supply costing up to $4.
         • Set it aside face-up.
         • Put your Estate token on the card.
         • |U|:   • Estate additionally has the type Action.
                     • Estate has the following P ability: • Play the card with your Estate token without putting it in your play area.

Inn (Action) :H
P:      • +2 Cards, +2 Actions.
         • Discard 2 cards from your hand.
G:      • Look through your discard pile.
         • Reveal any number of Action cards from it.
         • Put the revealed cards into your deck.
         • Shuffle your deck.

Innovation (Project) :R
|Hc|:   • G (Action) - the first time in your turn:
                  • You may set aside the gained card face-up.
                  • If you did: Play it.

Inventor (Action) :R
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it.
         • |Uc|:   • Cards cost $1 less, but not less than $0.

Invest (Event) :M
B:      • Choose a visible Action card in Supply.
         • Put the chosen card on your Exile mat.
         • |X - while the chosen card is still on your Exile mat|:
                  • G (a copy of the chosen card) - another player:
                           • +2 Cards.
                  • X - when another player buys Invest and Exiles a copy the chosen card:
                           • +2 Cards.

Ironmonger (Action) :D
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck
         • Choose either to discard it or put it back.
         • If the revealed card is an Action card: +1 Action.
         • If the revealed card is a Treasure card: +$1.
         • If the revealed card is a Victory card: +1 Card.

Ironworks (Action) :I
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it.
         • If the gained card is an Action card: +1 Action.
         • If the gained card is a Treasure card: +$1.
         • If the gained card is a Victory card: +1 Card.

Island (Action, Victory) :S
P:      • Put This face-up on your Island mat.
         • Set aside a card from your hand face-up on your Island mat.
E:      • If This is your card, you get 2 VP.

Jack of All Trades (Action) :H
P:      • Gain a Silver from Supply.
         • Look at the top card of your deck.
         • Choose either to discard it or put it back.
         • Draw until you have 5 cards in hand.
         • You may trash a non-Treasure card from your hand.

Jester (Action, Attack) :C
P:      • +$2.
         • Resolve this for each other player:
                  • The player discards the top card of his deck.
                  • If it's a Victory card: He gains a Curse from Supply.
                  • Otherwise:
                           • If a copy of the discarded card is visible in Supply:
                                    • You choose either: • He gains the copy.  — or: • You gain the copy.

Journeyman (Action) :G
P:      • Say a card name.
         • Reveal cards from your deck until you reveal 3 cards without this name.
         • Put those cards into your hand.
         • Discard the other revealed cards.

Junk Dealer (Action) :D
P:      • +1 Card, +1 Action, +$1.
         • Trash a card from your hand.

Keep (Landmark) :E
E:      • For each of your differently named Treasures:
                  • If no other player has more copies of it than you: You get 5 VP.

Key (Artifact) :R
|H|:   • Us:    • +$3.

Kiln (Action) :M
P:      • +$2.
         • P! (any) - the next one played this turn:
                  • If a copy of the played card is visible in Supply: You may gain the copy.

King's Castle (Victory, Castle) :E
E:      • If This is your card, you get 2 VP for each Castle you have.

King's Court (Action) :P
P:      • You may choose an Action card in your hand.
         • Do this 3 times: Play the card.

Laboratory (Action) :B
P:      • +2 Cards, +1 Action.

Labyrinth (Landmark) :E
|U|:   • G (any):      • If this is the second time you gain a card this turn:
                                • Take 2 [VP] tokens from This.
Setup: Add 6 [VP] tokens per player from the token supply to This.

Lackeys (Action) :R
P:      • +2 Cards.
G:      • +2 Villagers.

Lantern OLD VERSION (Artifact) :R
|H|:   • |X - while any Border Guard is yours|:
                  • The Border Guard has the text "3" instead of "2" in its P ability.


Lantern (Artifact) :R
|H|:   • X - when you would resolve Border Guard's effect of revealing 2 cards:
                  • Instead, reveal 3 cards.

Legionary (Action, Attack) :E
P:      • +$3.
         • You may reveal a Gold from your hand.
         • If you did: Resolve this for each other player:
                  • The player discards down to 2 cards in hand.
                  • He draws a card.

Leprechaun (Action, Doom) :N
P:      • Gain a Gold from Supply.
         • If you have exactly 7 cards in your play area:
                  • Gain a Wish from the Wish pile.
         • Otherwise:
                  • Take a Hex.
                  • Receive the Hex.

Library (Action) :B
P:      • Do this until you have 7 cards in hand:
                  • Draw a card.
                  • If it is an Action card: You may set it aside face-up.
         • Discard the set-aside cards.

Lighthouse (Action, Duration) :S
P:      • +1 Action, +$1.
         • Us:     • +$1.
|P|:   • A:       • |A|:   • You are unaffected by the effects of the Attack.

Livery (Action) :M
P:      • +$3.
         • |Uc|:   • G (costing $4 or more):
                              • Gain a Horse from the Horse pile.

Loan (Treasure) :P
P:      • +$1.
         • Reveal cards from your deck until you reveal a Treasure.
         • Choose either to discard it or trash it.
         • Discard the other revealed cards.

Locusts (Hex) :N
R:      • Trash the top card of your deck.
         • If it's a Copper or Estate: Gain a Curse from Supply.
         • Otherwise:
                  • Choose a visible card in Supply that costs less than the trashed card and has at least one type in common with it.
                  • Gain the chosen card.

Lookout (Action) :S
P:      • +1 Action.
         • Look at the top 3 cards of your deck.
         • Trash one of them.
         • Discard one of them.
         • Put the other one back.

Lost Arts (Event) :Ad
B:      • Choose an Action Supply pile.
         • Put your +1 Action token on that pile.

Lost City (Action) :Ad
P:      • +2 Cards, +2 Actions.
G:      • Each other player draws a card.

Lost in the Woods (State) :N
|H|:   • Us:       • You may discard a card from your hand.
                        • If you did:
                                 • Take a Boon.
                                 • Receive the Boon.

Lucky Coin (Treasure, Heirloom) :N
P:      • +$1.
         • Gain a Silver from Supply.

Lurker (Action) :I2
P:      • +1 Action.
         • Choose either:
                  • Choose a visible Action card in Supply.
                  • Trash it.
         — or:
                  • Choose an Action card in Trash.
                  • Gain it.

Madman (Action) :D
P:      • +2 Actions.
         • Return This to the Madman pile.
         • If you did: +1 Card per card in your hand.

Magic Lamp (Treasure, Heirloom) :N
P:      • +$1.
         • If there are at least 6 cards of which you have exactly one copy in your play area:
                  • Trash This.
                  • If you did: Gain 3 Wishes from the Wish pile.

Magpie (Action) :Ad
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck.
         • If it is a Treasure: Put it into your hand.
         • If it is an Action or Victory card:
                  • Put it back.
                  • Gain a Magpie from Supply.

Mandarin (Action) :H
P:      • +$3.
         • Put a card from your hand onto your deck.
G:      • Put all Treasures from your play area onto your deck in any order.

Marauder (Action, Attack, Looter) :D
P:      • Gain a Spoils from the Spoils pile.
         • Each other player gains a visible Ruins from Supply.

March (Event) :M
B:      • Look through your discard pile.
         • You may choose an Action card in your discard pile.
         • Play the card.

Margrave (Action, Attack) :H
P:      • +3 Cards, +1 Buy.
         • Resolve this for each other player:
                  • The player draws a card.
                  • He discards down to 3 cards in hand.

Market (Action) :B
P:      • +1 Card, +1 Action, +1 Buy, +$1.

Market Square (Action, Reaction) :D
P:      • +1 Card, +1 Action, +1 Buy.
T (any of your cards):
         • You may discard This from your hand.
         • If you did: Gain a Gold from Supply.

Masquerade (Action) :I
P:      • +2 Cards.
         • Each player with any cards in hand (including you) passes a card face-down from his hand to the next player on his left who has any cards in hand.
         • Each player takes the card passed to him and puts it into his hand.
         • You may trash a card from your hand.

Mastermind (Action, Duration) :M
P:      • Us:    • You may choose an Action card in your hand.
                     • Do this 3 times: Play the card.

Masterpiece (Treasure) :G
P:      • +$1.
B:      • You may deduct 1 or more Coins from your money pool.
         • Do this once for each Coin you deducted:
                  • Gain a Silver from Supply.

Menagerie (Action) :C
P:      • +1 Action.
         • Reveal your hand.
         • If all the revealed cards are differently named: +3 Cards.
         • Otherwise: +1 Card.

Mercenary (Action, Attack) :D
P:      • You may trash 2 cards from your hand.
         • If you did:
                  • +2 Cards, +$2.
                  • Each other player discards down to 3 cards in hand.

Merchant (Action) :B2
P:      • +1 Card, +1 Action.
         • Pa (Silver) - the first one played this turn:
                  • +$1.

Merchant Guild (Action) :G
P:      • +1 Buy, +$1.
|P|:   • B (any):   • +1 Coffers.

Merchant Ship (Action, Duration) :S
P:      • +$2.
         • Us:    • +$2.

Messenger (Action) :Ad
P:      • +1 Buy, +$2.
         • You may put your deck into your discard pile.
B:      • If this is your first buy this turn:
                  • Choose a visible card in Supply costing up to $4.
                  • Gain it.
                  • Resolve this for each other player:
                           • If a copy of the gained card is visible in Supply: The player gains the copy.

Militia (Action, Attack) :B
P:      • +$2.
         • Each other player discards down to 3 cards in hand.

Mill (Action, Victory) :I2
P:      • +1 Card, +1 Action.
         • You may discard 2 cards from your hand.
         • If you did: +$2.
E:      • If This is your card, you get 1 VP.

Mine (Action) :B
P:      • You may trash a Treasure from your hand.
         • Choose a visible Treasure in Supply costing up to $3 more than the trashed card.
         • Gain the chosen card to your hand.

Mining Village (Action) :I
P:      • +1 Card, +2 Actions.
         • You may trash This.
         • If you did: +$2.

Minion (Action, Attack) :I
P:      • +1 Action.
         • Choose either:
                  • +$2.
         — or:
                  • Resolve this for you and for each other player with at least 5 cards in hand:
                           • The player discards his hand.
                           • He draws 4 cards.

Mint (Action) :P
P:      • You may reveal a Treasure from your hand.
         • If a copy of it is visible in Supply: Gain the copy.
B:      • Trash all Treasures from your play area.

Miser (Action) :Ad
P:      • Choose either:
                  • Put a Copper from your hand face-up on your Tavern mat.
         — or:
                  • +$1 per Copper on your Tavern mat.

Miserable (State) :N
E:      • If you have this This facing up, you lose 2 VP.

Misery (Hex) :N
R:      • If you have Miserable, with Miserable facing up: Flip it over to Twice Miserable.
         • Otherwise: Take a Miserable that no other player has, Miserable side facing up.

Mission (Event) :Ad
P:      • If the previous turn wasn't yours:
                  • UA:    • Take an extra turn.
                              • |U (your extra turn)|:
                                        • You can't buy cards.

Moat (Action, Reaction) :B
P:      • +2 Cards.
A:      • You may reveal This from your hand.
         • If you did:
                  • |A|:   • You are unaffected by the effects of the Attack.

Monastery (Night) :N
P:      • Do this once for each card you've gained this turn:
                  • Choose either:
                           • Trash a card from your hand.
                  — or:
                           • Trash a Copper from your play area.

Moneylender (Action) :B
P:      • You may trash a Copper from your hand.
         • If you did: +$3.

Monument (Action) :P
P:      • +$2, +1 [VP].

Moon's Gift, The (Boon) :N
R:      • Look through your discard pile.
         • You may put one card from your discard pile onto your deck.

Mountain Pass (Landmark) :E
G (Province):
         • If this is the first time any player gains a Province:
                  • Ua:    • Resolve this for each player (including you) starting with the player to your left:
                                       • The player may make a bid higher than the previous bid, up to 40 Debt.
                              • The high bidder gets +8 [VP].
                              • The high bidder takes the Debt tokens he bid from the token supply.

Mountain Village (Action) :R
P:      • +2 Actions.
         • Look through your discard pile.
         • Put a card from it into your hand.
         • If you didn't: +1 Card.

Mountain's Gift, The (Boon) :N
R:      • Gain a Silver from Supply.

Mountebank (Action, Attack) :P
P:      • +$2.
         • Resolve this for each other player:
                  • The player may discard a Curse from his hand.
                  • If he didn't:
                           • He gains a Curse from Supply.
                           • He gains a Copper from Supply.

Museum (Landmark) :E
E:      • You get 2 VP for each differently named card you have.

Mystic (Action) :D
P:      • +1 Action, +$2.
         • Say a card name.
         • Reveal the top card of your deck.
         • If it has this name: Put it into your hand.
         • Otherwise: Put it back.

Native Village (Action) :S
P:      • +2 Actions.
         • Choose either:
                  • Put the top card of your deck face-down on your Native Village mat.
         — or:
                  • Put all the cards from your Native Village mat into your hand.

Navigator (Action) :S
P:      • +$2.
         • Look at the top 5 cards of your deck.
         • Choose either: • Discard them.  — or: • Put them back in any order.

Necromancer (Action) :N
P:      • Choose a face-up, non-Duration Action card from Trash.
         • Play the chosen card without putting it in your play area.
         • Turn the chosen card face-down.
         • Ue:    • Turn the chosen card face-up.

Necropolis (Action, Shelter) :D
P:      • +2 Actions.

Night Watchman (Night) :N
P:      • Look at the top 5 cards of your deck.
         • Discard any number of them.
         • Put the other cards back in any order.
G!:     • Gain This to your hand instead of to your discard pile.

Noble Brigand (Action, Attack) :H
P:      • +$1.
P, B:  • Resolve this for each other player:
                  • The player reveals the top 2 cards of his deck.
                  • You choose one of the revealed Silvers or Golds.
                  • He trashes that card.
                  • He discards the other revealed cards.
                  • If he didn't reveal a Treasure: He gains a Copper from Supply.
         • You gain the trashed cards.

Nobles (Action, Victory) :I
P:      • Choose either: • +3 Cards.  — or: • +2 Actions.
E:      • If This is your card, you get 2 VP.

Nomad Camp (Action) :H
P:      • +1 Buy, +$2.
G!:     • Gain This onto your deck instead of to your discard pile.

Oasis (Action) :H
P:      • +1 Card, +1 Action, +$1.
         • Discard a card from your hand.

Obelisk (Landmark) :E
E:      • You get 2 VP for each card you have from the pile chosen in Setup.
Setup: Choose a random Action Supply pile.

Old Witch (Action, Attack) :R
P:      • +3 Cards.
         • Each other player gains a Curse from Supply.
         • Each other player may trash a Curse from their hand.

Opulent Castle (Action, Victory, Castle) :E
P:      • Discard any number of Victory cards from your hand.
         • +$2 per card discarded.
E:      • If This is your card, you get 3 VP.

Oracle (Action, Attack) :H
P:      • Resolve this for each player (including you):
                  • The player reveals the top 2 cards of his deck.
                  • You choose either: • He discards them.  — or: • He puts them back in an order he chooses.
         • +2 Cards.

Orchard (Landmark) :E
E:      • You get 4 VP for each differently named Action card you have 3 or more copies of.

Outpost (Action, Duration) :S
P:      • If this is the first time you played an Outpost this turn, and the previous turn wasn't yours:
                  • X - when you would draw cards in Clean-up this turn:
                              • Draw 3 instead of 5 cards.
                  • UA:    • Take an extra turn.

Overgrown Estate (Victory, Shelter) :D
T:      • +1 Card.

Overlord OLD VERSION (Action) :E
P:      • Choose a visible Action card in Supply costing up to $5.
         • Play This as a copy of the chosen card.
         • |P|:   • This is a copy of the chosen card.


Overlord (Action, Command) :E
P:      • Choose a visible non-Command Action card in Supply costing up to $5.
         • Play the chosen card without putting it in your play area.

Paddock (Action) :M
P:      • +$2.
         • Gain 2 Horses from the Horse pile.
         • +1 Action per empty Supply pile.

Page (Action, Traveller) :Ad
P:      • +1 Card, +1 Action.
D*:    • If a Treasure Hunter is available:
                  • You may return This to its pile.
                  • If you did: Put a Treasure Hunter from the Treasure Hunter pile into your discard pile.

Pageant (Project) :R
|Hc|:   • Be:    • You may deduct 1 Coin from your money pool.
                       • If you did: +1 Coffers.

Palace (Landmark) :E
E:      • You get 3 VP for every set you have of a Copper, a Silver and a Gold.

Pasture (Treasure, Heirloom) :N
P:      • +$1.
E:      • If This is your card, you get 1 VP for each Estate you have.

Pathfinding (Event) :Ad
B:      • Choose an Action Supply pile.
         • Put your +1 Card token on that pile.

Patrician (Action) :E
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck.
         • If it costs $5 or more: Put it into your hand.
         • Otherwise: Put it back.

Patrol (Action) :I2
P:      • +3 Cards.
         • Reveal the top 4 cards of your deck.
         • Put the revealed Victory cards and Curses into your hand.
         • Put the other cards back in any order.

Patron (Action, Reaction) :R
P:      • +1 Villager, +$2.
X - when you reveal This because an effect instructed you to:
         • +1 Coffers.

Pawn (Action) :I
P:      • Choose two different of these: • +1 Card. • +1 Action. • +1 Buy. • +$1.

Pearl Diver (Action) :S
P:      • +1 Card, +1 Action.
         • Look at the bottom card of your deck.
         • Choose either to put it onto your deck or put it back.

Peasant (Action, Traveller) :Ad
P:      • +1 Buy, +$1.
D*:    • If a Soldier is available:
                  • You may return This to its pile.
                  • If you did: Put a Soldier from the Soldier pile into your discard pile.

Peddler (Action) :P
P:      • +1 Card, +1 Action, +$1.
|B|:   • This costs $2 less per Action card in your play area, but not less than $0.

Philosopher's Stone (Treasure) :Al
P:      • Count your deck and discard pile.
         • +$1 per 5 cards in the total (rounded down).

Piazza (Project) :R
|Hc|:   • Us:    • Reveal the top card of your deck.
                       • If it is an Action card: Play it.
                       • Otherwise: Put it back.

Pilgrimage (Event) :Ad
B:      • Turn your Journey token over.
         • If your Journey token is face-up:
                  • Choose up to 3 differently named cards in your play area.
                  • Resolve this for each chosen card, in any order:
                           • If a copy of it is visible in Supply: Gain the copy.

Pillage OLD VERSION (Action, Attack) :D
P:      • Trash This.
         • Resolve this for each other player with at least 5 cards in hand:
                  • The player reveals all the cards in his hand.
                  • You choose one of them.
                  • He discards that card.
         • Do this twice: Gain a Spoils from the Spoils pile.


Pillage (Action, Attack) :D
P:      • Trash This.
         • If you did:
                  • Do this twice: Gain a Spoils from the Spoils pile.
                  • Resolve this for each other player with at least 5 cards in hand:
                           • The player reveals all the cards in his hand.
                           • You choose one of them.
                           • He discards that card.

Pirate Ship (Action, Attack) :S
P:      • Choose either:
                  • Resolve this for each other player:
                           • The player reveals the top 2 cards of his deck.
                           • You choose one of the revealed Treasures.
                           • He trashes that card.
                           • He discards the other revealed cards.
                  • If anyone trashed a Treasure:
                           • Add a Coin token from the token supply to your Pirate Ship mat.
         — or:
                  • +$1 per Coin token on your Pirate Ship mat.

Pixie (Action, Fate) :N
P:      • +1 Card, +1 Action.
         • Take a Boon.
         • Put the Boon in the Boon discard pile.
         • You may trash This.
         • If you did: Do this twice: Receive the Boon.

Plague (Hex) :N
R:      • Gain a Curse from Supply to your hand.

Plan (Event) :Ad
B:      • Choose an Action Supply pile.
         • Put your Trashing token on that pile.

Plaza (Action) :G
P:      • +1 Card, +2 Actions.
         • You may discard a Treasure from your hand.
         • If you did: +1 Coffers.

Plunder (Treasure) :E
P:      • +$2, +1 [VP].

Poacher (Action) :B2
P:      • +1 Card, +1 Action, +$1.
         • Discard a Card per empty Supply pile.

Pooka (Action) :N
P:      • You may trash a Treasure other than a Cursed Gold from your hand.
         • If you did: +4 Cards.

Poor House (Action) :D
P:      • +$4.
         • Reveal your hand.
         • Deduct $1 from your money pool per Treasure in your hand, to a minimum of $0.

Populate (Event) :M
B:      • Do this once for each Action Supply pile, in any order:
                  • Gain the visible card from the pile.

Port (Action) :Ad
P:      • +1 Card, +2 Actions.
B:      • Gain a Port from Supply.

Possession (Action) :Al
P:      • UA:    • The player to your left takes an extra turn.
                      • |U (your extra turn from the player to your right's Possession)|:
                               • The player to your right makes all decisions for you.
                               • The player to your right can see all cards you can.
                               • G! (any):   • The player to your right gains the card instead.
                               • X - when you would take a Debt token:
                                           • The player to your right takes the Debt token instead.
                               • T (any of your cards):
                                           • The trashed cards are set aside face-up.
                               • Ue:    • These set-aside cards are put in your discard pile.

Pouch (Treasure, Heirloom) :N
P:      • +$1, +1 Buy.

Poverty (Hex) :N
R:      • Discard down to 3 cards in hand.

Priest (Action) :R
P:      • +$2.
         • Trash a card from your hand.
         • |Uc|:   • T (any):    • +$2.

Prince (Action) :X
P:      • You may set This aside face-up.
         • If you did:
                  • Choose an Action card from your hand costing up to $4.
                  • Set it aside face-up.
                  • Us:    • If the chosen card is set aside by This:
                                       • Play the chosen card.         
                                       • D* (the chosen card):
                                                • Set it aside face-up.

Princess (Action, Prize) :C
P:      • +1 Buy.
|P|:   • Cards cost $2 less, but not less than $0.

Procession (Action) :D
P:      • You may choose a non-Duration Action card in your hand.
         • Do this twice: Play the card.
         • Trash it.
         • Choose a visible Action card in Supply costing exactly $1 more than the played card.
         • Gain the chosen card.

Pursue (Event) :M
B:      • +1 Buy.
         • Say a card name.
         • Reveal the top 4 cards of your deck.
         • Put back the revealed cards with this name.
         • Discard the other revealed cards.

Quarry (Treasure) :P
P:      • +$1.
|P|:   • Action cards cost $2 less, but not less than $0.

Quest (Event) :Ad
B:      • Choose either:
                  • Discard an Attack card from your hand.
         — or:
                  • Discard 2 Curses from your hand.
         — or:
                  • Discard 6 cards from your hand.
         • If you did: Gain a Gold from Supply.

Rabble (Action, Attack) :P
P:      • +3 Cards.
         • Resolve this for each other player:
                  • The player reveals the top 3 cards of his deck.
                  • He discards the revealed Action and Treasure cards.
                  • He puts the other cards back in any order he chooses.

Raid (Event) :Ad
B:      • Do this once for each Silver in your play area:
                  • Gain a Silver from Supply.
         • Each other player puts his -1 Card token on his deck.

Raider (Night, Duration, Attack) :N
P:      • Resolve this for each other player with at least 5 cards in hand:
                  • The player discards a card from his hand that is a copy of a card in your play area.
                  • If he didn't: He reveals his hand.
         • Us:    • +$3.

Ranger (Action) :Ad
P:      • +1 Buy.
         • Turn your Journey token over.
         • If your Journey token is face-up: +5 Cards.


Ratcatcher (Action, Reserve) :Ad
P:      • +1 Card, +1 Action.
         • Put This face-up on your Tavern mat.
Us:    • You may move This from your Tavern mat to your play area.
         • If you did: Trash a card from your hand.

Rats (Action) :D
P:      • +1 Card, +1 Action.
         • Gain a Rats from Supply.
         • Trash a card from your hand other than a Rats.
         • If you didn't: Reveal your hand.
T:      • +1 Card.

Raze (Action) :Ad
P:      • +1 Action.
         • Choose either: • Trash This.  — or: • Trash a card from your hand.
         • Do this once for each $1 in the cost of the trashed card:
                  • Look at the top card of your deck.
         • Put one of the looked-at cards into your hand.
         • Discard the other cards.

Reap (Event) :M
B:      • Gain a Gold from Supply.
         • Set it aside face-up.
         • If you did:
                  • Us:    • Play the set-aside card.

Rebuild (Action) :D
P:      • +1 Action.
         • Say a card name.
         • Reveal cards from your deck until you reveal a Victory card without this name.
         • Discard the other revealed cards.
         • Trash the Victory card.
         • Choose a visible Victory card in Supply costing up to $3 more than the trashed card.
         • Gain the chosen card.

Recruiter (Action) :R
P:      • +2 Cards.
         • Trash a card from your hand.
         • +1 Villager per $1 in its cost.

Relic (Treasure, Attack) :Ad
P:      • +$2.
         • Each other player puts his -1 Card token on his deck.

Remake (Action) :C
P:      • Do this twice:
                  • Trash a card from your hand.
                  • Choose a visible card in Supply costing exactly $1 more than the trashed card.
                  • Gain the chosen card.

Remodel (Action) :B
P:      • Trash a card from your hand.
         • Choose a visible card in Supply costing up to $2 more than the trashed card.
         • Gain the chosen card.

Replace (Action, Attack) :I2
P:      • Trash a card from your hand.
         • Choose a visible card in Supply costing up to $2 more than the trashed card.
         • Gain the chosen card.
         • If the gained card is an Action or Treasure card: Put it onto your deck.
         • If the gained card is a Victory card: Each other player gains a Curse from Supply.

Research (Action, Duration) :R
P:      • +1 Action
         • Trash a card from your hand.
         • Do this once for each $1 in the cost of the trashed card:
                  • Set aside the top card of your deck face-down.
         • If you set aside any cards this way:
                  • Us:    • Put the cards into your hand.

Ride (Event) :M
B:      • Gain a Horse from the Horse pile.

Ritual (Event) :E
B:      • Gain a Curse from Supply.
         • If you did:
                  • Choose a card from your hand.
                  • +1 [VP] per $1 in its cost.
                  • Trash it.

River's Gift, The (Boon) :N
R:      • Ue:    • +1 Card.
         • X - when you now would put This in the Boon discard pile:
         • Instead:
                  • C:       • Put This in the Boon discard pile.

Road Network (Project) :R
|Hc|:   • G (Victory) - another player:
                  • +1 Card.

Rocks (Treasure) :E
P:      • +$1.
G, T:  • Gain a Silver from Supply.
         • If it's your Buy phase: Put the gained Silver onto your deck.
         • Otherwise: Put it into your hand.

Rogue (Action) :D
P:      • +$2.
         • If there are any cards in Trash costing from $3 to $6:
                  • Choose one of them.
                  • Gain it.
         • Otherwise:
                  • Resolve this for each other player:
                           • The player reveals the top 2 cards of his deck.
                           • He chooses one of them costing from $3 to $6.
                           • He trashes that card.
                           • He discards the other revealed cards.

Royal Blacksmith (Action) :E
P:      • +5 Cards.
         • Reveal your hand.
         • Discard the revealed Coppers.

Royal Carriage (Action, Reserve) :Ad
P:      • +1 Action.
         • Put This face-up on your Tavern mat.
Pa (Action):
         • If the played Action card is still in your play area:
                  • You may move This from your Tavern mat to your play area.
                  • If you did: Play the played Action card again.

Royal Seal (Treasure) :P
P:      • +$2.
|P|:   • G (any):   • You may put the gained card onto your deck.

Saboteur (Action, Attack) :I1         
P:      • Resolve this for each other player:
                  • The player reveals cards from his deck until revealing one costing $3 or more.
                  • He trashes that card.
                  • He may choose a visible card in Supply with a cost of $2 less than the trashed card's cost or lower.
                  • He gains the chosen card.
                  • He discards the other revealed cards.

Sacred Grove (Action, Fate) :N
P:      • +1 Buy, +$3.
         • Take a Boon.
         • Receive the Boon.
         • If you didn't get $1 from receiving the Boon:
                  • Each other player may receive the Boon.

Sacrifice (Action) :E
P:      • Trash a card from your hand.
         • If the trashed card is an Action card: +2 Cards, +2 Actions.
         • If the trashed card is a Treasure card: +$2.
         • If the trashed card is a Victory card: +2 [VP].

Sage (Action) :D
P:      • +1 Action.
         • Reveal cards from your deck until you reveal one costing $3 or more.
         • Put that card into your hand.
         • Discard the other revealed cards.

Salt the Earth (Event) :E
B:      • +1 [VP].
         • Choose a visible Victory card in Supply.
         • Trash it.

Salvager (Action) :S
P:      • +1 Buy.
         • Trash a card from your hand.
         • +$1 per $1 in its cost.

Sanctuary (Action) :M
P:      • +1 Card, +1 Action, +1 Buy.
         • You may put a card from your hand face-up on your Exile mat.

Sauna (Action) :X
P:      • +1 Card, +1 Action.
         • You may play an Avanto from your hand.
|P|:   • Pa (Silver):
                  • You may trash a card from your hand.

Save (Event) :Ad
B:      • +1 Buy.
         • Set aside a card from your hand face-down.
         • Ue:    • Put the card into your hand.

Scavenger (Action) :D
P:      • +$2.
         • You may put your deck into your discard pile.
         • Look through your discard pile.
         • Put one card from your discard pile onto your deck.

Scepter (Treasure) :R
P:      • Choose either:
                  • +$2.
         — or:
                  • Choose an Action card in your play area that you played this turn.
                  • Play the chosen card again.

Scheme (Action) :H
P:      • +1 Card, +1 Action.
         • D* (Action) - once this turn:
                    • You may put it onto your deck.

Scholar (Action) :R
P:      • Discard your hand.
         • +7 Cards.

Scout (Action) :I1
P:      • +1 Action.
         • Reveal the top 4 cards of your deck.
         • Put the revealed Victory cards into your hand.
         • Put the other cards back in any order.

Scouting Party (Event) :Ad
B:      • +1 Buy.
         • Look at the top 5 cards of your deck.
         • Discard 3 of them.
         • Put the other cards back in any order.

Scrap (Action) :M
P:      • Trash a card from your hand.
         • For each $1 in the cost of the trashed card, choose a different one of these:
                  • +1 Card. • +1 Action. • +1 Buy. • +$1. • Gain a Silver from Supply. • Gain a Horse from the Horse pile.
         • Resolve them in the given order.

Scrying Pool (Action, Attack) :Al
P:      • +1 Action.
         • Resolve this for each player (including you):
                  • The player reveals the top card of his deck.
                  • You choose either: • He discards it.  — or: • He puts it back.
         • Reveal cards from your deck until you reveal one that isn't an Action card.
         • Put all of your revealed cards into your hand.

Sculptor (Action) :R
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it to your hand.
         • If the gained card is a Treasure: +1 Villager.

Sea Hag (Action, Attack) :S
P:      • Resolve this for each other player:
                  • The player discards the top card of his deck.
                  • He gains a Curse from Supply onto his deck.

Sea's Gift, The (Boon) :N
R:      • +1 Card.

Seaway (Event) :Ad
B:      • Choose a visible Action card in Supply costing up to $4.
         • Gain it.
         • Put your +1 Buy token on the pile of the gained card.

Secret Cave (Action, Duration) :N
P:      • +1 Card, +1 Action.
         • You may discard 3 cards from your hand.
         • If you did:
                  • Us:    • +$3.

Secret Chamber (Action, Reaction) :I1
P:      • Discard any number of cards from your hand.
         • +$1 per card discarded.
A:      • You may reveal This from your hand.
         • If you did:
                  • +2 Cards.
                  • Put 2 cards from your hand onto your deck.

Secret Passage (Action) :I2
P:      • +2 Cards, +1 Action.
         • Put a card from your hand anywhere in your deck.

Seer (Action) :R
P:      • +1 Card, +1 Action.
         • Look at the top 3 cards of your deck.
         • Put the cards costing from $2 to $4 into your hand.
         • Put the other cards back in any order.

Seize the Day (Event) :M
B:      • UA:    • Take an extra turn.

Sentry (Action) :B2
P:      • +1 Card, +1 Action.
         • Look at the top 2 cards of your deck.
         • Do this for each of the cards:
                  • You may trash it or discard it.
         • Put the remaining looked-at cards back in any order.

Settlers (Action) :E
P:      • +1 Card, +1 Action.
         • Look through your discard pile.
         • You may reveal a Copper from it.
         • Put the revealed Copper into your hand.

Sewers (Project) :R
|Hc|:   • T (any):    • If you didn't trash the card with Sewers:
                                       • You may trash a card from your hand.

Shanty Town (Action) :I
P:      • +2 Actions.
         • Reveal your hand.
         • If you have no Action cards in hand: +2 Cards.

Sheepdog (Action, Reaction) :M
P:      • +2 Cards.
G (any):
         • You may play This from your hand.

Shepherd (Action) :N
P:      • +1 Action.
         • Reveal and discard any number of Victory cards from your hand.
         • +2 Cards per card discarded.

Silk Merchant (Action) :R
P:      • +2 Cards, +1 Buy.
G, T:  • +1 Coffers, +1 Villager.

Silk Road (Victory) :H
E:      • If This is your card, you get 1 VP for every 4 Victory cards you have (rounded down).

Silos (Project) :R
|Hc|:   • Us:    • Reveal and discard any number of Coppers from your hand.
                       • +1 Card per card discarded.

Sinister Plot (Project) :R
|Hc|:   • Us:    • Choose either:
                                • Add a Coin token from the token supply to This.
                       — or:
                                • Remove all the tokens you have placed on This.
                                • +1 Card per token removed.

Skulk (Action, Attack, Doom) :N
P:      • +1 Buy.
         • Take a Hex.
         • Each other player receives the Hex.
G:      • Gain a Gold from Supply.

Sky's Gift, The (Boon) :N
R:      • You may discard 3 cards from your hand.
         • If you did: Gain a Gold from Supply.

Sleigh (Action, Reaction) :M
P:      • Gain 2 Horses from the Horse pile.
G (any):
         • You may discard This from your hand.
         • If you did: Choose either to put the gained card into your hand, or onto your deck.

Small Castle (Action, Victory, Castle) :E
P:      • Choose either: • Trash This.  — or: • Trash a Castle from your hand.
                  • If you did trash a card: Gain a visible Castle from Supply.
E:      • If This is your card, you get 2 VP.

Smithy (Action) :B
P:      • +3 Cards.

Smugglers (Action) :S
P:      • Choose a card that the player to your right gained on his last turn and that costs up to $6.
         • If a copy of it is visible in Supply: Gain the copy.

Snowy Village (Action) :M
P:      • +1 Card, +4 Actions, +1 Buy.
         • |Uc|:   • X - when you would add to your Action pool:
                              • Get +0 Actions instead.

Soldier (Action, Attack, Traveller) :Ad
P:      • +$2.
         • +$1 per other Attack card in your play area.
         • Resolve this for each other player with at least 4 cards in hand:
                  • The player discards a card from his hand.
D*:    • If a Fugitive is available:
                  • You may return This to its pile.
                  • If you did: Put a Fugitive from the Fugitive pile into your discard pile.

Soothsayer (Action, Attack) :G
P:      • Gain a Gold from Supply.
         • Each other player gains a Curse from Supply.
         • Each player who did draws a card.

Spice Merchant (Action) :H
P:      • You may trash a Treasure from your hand.
         • If you did: Choose either: • +2 Cards, +1 Action.  — or: • +$2, +1 Buy.

Spices (Treasure) :R
P:      • +$2, +1 Buy.
G:      • +2 Coffers.

Spoils (Treasure) :D
P:      • +$3.
         • Return This to the Spoils pile.

Sprawling Castle (Victory, Castle) :E
G:      • Choose either:
                  • Gain a Duchy from Supply.
         — or:
                  • Do this 3 times: Gain an Estate from Supply.
E:      • If This is your card, you get 4 VP.

Spy (Action, Attack) :B1
P:      • +1 Card, +1 Action.
         • Resolve this for each player (including you):
                  • The player reveals the top card of his deck.
                  • You choose either: • He discards it.  — or: • He puts it back.

Squire (Action) :D
P:      • +$1.
         • Choose either: • +2 Actions.  — or: • +2 Buys.  — or: • Gain a Silver from Supply.
T:      • Choose a visible Attack card in Supply.
         • Gain it.

Stables (Action) :H
P:      • You may discard a Treasure from your hand.
         • If you did: +3 Cards, +1 Action.

Stampede (Event) :M
B:      • If you have 5 or fewer cards in your play area:
                  • Gain 5 Horses from the Horse pile onto your deck.

Star Chart (Project) :R
|Hc|:   • X - when you would shuffle:
                  • Look through the cards to shuffle.
                  • You may set one of them aside.
                  • If you did:
                           • X - when you shuffle the cards:
                                    • Put the set-aside card on top of the shuffled cards.

Stash (Treasure) :X
P:      • +$2.
X - when you shuffle This:
         • If you shuffled your discard pile: You may look through your deck.
         • You may put This anywhere in the shuffled cards.

Steward (Action) :I
P:      • Choose either: • +2 Cards.  — or: • +$2.  — or: • Trash 2 cards from your hand.

Stockpile (Treasure) :M
P:      • +$3, +1 Buy.
         • Put This face-up on your Exile mat.

Stonemason (Action) :G
P:      • Trash a card from your hand.
         • Do this twice:
                  • Choose a visible card in Supply costing less than the trashed card.
                  • Gain the chosen card.
B:      • You may deduct any amount of Coins and/or [potion]s from your money pool.
         • If you deducted anything: Do this twice:
                  • Choose a visible Action card in Supply costing what you deducted.
                  • Gain it.

Storeroom (Action) :D
P:      • +1 Buy.
         • Discard any number of cards from your hand.
         • +1 Card per card discarded.
         • Discard any number of cards from your hand.
         • +$1 per card discarded the second time.

Storyteller (Action) :Ad
P:      • +1 Action, +$1.
         • Do this up to 3 times:
                  • Play a Treasure from your hand.
         • Deduct all the Coins from your money pool.
         • +1 Card per Coin you deducted.

Summon (Event) :X
B:      • Choose a visible Action card in Supply costing up to $4.
         • Gain it.
         • Set aside the gained card face-up.
         • If you did:
                  • Us:    • Play the set-aside card.

Sun's Gift, The (Boon) :N
R:      • Look at the top 4 cards of your deck.
         • Discard any number of them.
         • Put the other cards back in any order.

Supplies (Treasure) :M
P:      • +$1.
         • Gain a Horse from the Horse pile onto your deck.

Swamp Hag (Action, Attack, Duration) :Ad
P:      • |Un|:   • B - another player:
                                    • The player gains a Curse from Supply.
         • Us:      • +$3.

Swamp's Gift, The (Boon) :N
R:      • Gain a Will-o'-Wisp from the Will-o'-Wisp pile.

Swashbuckler (Action) :R
P:      • +3 Cards.
         • If your discard pile isn't empty:
                  • +1 Coffers.
                  • If you have at least 4 Coin tokens on your Coffers mat: Take Treasure Chest.

Swindler (Action, Attack) :I
P:      • +$2.
         • Resolve this for each other player:
                  • The player trashes the top card of his deck.
                  • You chose a card in Supply with the same cost as the trashed card.
                  • He gains the chosen card.

Tactician (Action, Duration) :S
P:      • If you have at least one card in hand:
                  • Discard your hand.
                  • Us:    • +5 Cards, +1 Buy, +1 Action.

Talisman (Treasure) :P
P:      • +$1.
|P|:   • B (non-Victory card costing $4 or less):
                  • If a copy of the bought card is visible in Supply: Gain the copy.

Tax (Event) :E
B:      • Add 2 Debt tokens from the token supply to a Supply pile.
B (any):
         • Take all Debt tokens from the pile of the bought card.
Setup: Add 1 Debt token to each Supply pile.

Taxman (Action, Attack) :G
P:      • You may trash a Treasure from your hand.
         • If you did: Resolve this for each other player with at least 5 cards in hand:
                  • The player discards a copy of the trashed card.
                  • If he didn't: He reveals his hand.
         • Choose a visible Treasure in Supply costing up to $3 more than the trashed card.
         • Gain the chosen card onto your deck.

Teacher (Action, Reserve) :Ad
P:      • Put This face-up on your Tavern mat.
Us:    • You may move This from your Tavern mat to your play area.
         • If you did:
                  • Choose your +1 Card token, your +1 Action token, your +1 Buy token or your +$1 token.
                  • Choose an Action Supply pile without any of your color tokens.
                  • Put the chosen token on the chosen pile.

Temple (Action, Gathering) :E
P:      • +1 [VP].
         • Trash from 1 to 3 differently named cards from your hand.
         • Add 1 [VP] token from the token supply to the Temple pile.
G:      • Take all [VP] tokens from the Temple pile.

Thief (Action, Attack) :B1
P:      • Resolve this for each other player:
                  • The player reveals the top 2 cards of his deck.
                  • You choose one of the revealed Treasures.
                  • He trashes that card.
         • You may gain any or all of these trashed Treasures, in any order.
         • Each player discards the other revealed cards.

Throne Room (Action) :B
P:      • You may choose an Action card in your hand.
         • Do this twice: Play the card.

Toil (Event) :M
B:      • +1 Buy.
         • You may choose an Action card in your hand.
         • Play the card.

Tomb (Landmark) :E
T (any):   • +1 [VP].

Tormentor (Action, Attack, Doom) :N
P:      • +$2.
         • If you have no cards in your play area other than This: Gain an Imp from the Imp pile.
         • Otherwise:
                  • Take a Hex.
                  • Each other player receives the Hex.

Torturer (Action, Attack) :I
P:      • +3 Cards.
         • Resolve this for each other player:
                  • The player chooses either:
                           • He discards 2 cards from his hand.
                  — or:
                           • He gains a Curse from Supply to his hand.

Tournament (Action) :C
P:      • +1 Action.
         • Each player (including you) may reveal a Province from his hand.
         • If you revealed a Province:
                  • Discard it.
                  • Choose either:
                           • Gain a Prize of your choice from the Prize pile onto your deck.
                  — or:
                           • Gain a Duchy onto your deck.
         • If no other player revealed a Province:
                  • +1 Card, +$1.

Tower (Landmark) :E
E:      • You get 1 VP for each non-Victory card you have from an empty Supply pile.

Tracker (Action, Fate) :N
P:      • +$1.
         • Take a Boon.
         • Receive the Boon.
|P|:   • G (any):   • You may put the gained card onto your deck.

Trade (Event) :Ad
B:      • Trash up to 2 cards from your hand.
         • Do this once for each card you trashed:
                  • Gain a Silver from Supply.

Trade Route (Action) :P
P:      • +1 Buy.
         • Trash a card from your hand.
         • +$1 per token on the Trade Route mat.
(See Setup for other ability.)

Trader OLD VERSION (Action, Reaction) :H
P:      • Trash a card from your hand.
         • Do this once for each $1 in the cost of the trashed card:
                  • Gain a Silver from Supply.
G! (any):
         • You may reveal This from your hand.
         • If you did: Instead of gaining the card, gain a Silver from Supply.


Trader (Action, Reaction) :H
P:      • Trash a card from your hand.
         • Do this once for each $1 in the cost of the trashed card:
                  • Gain a Silver from Supply.
G (any):
         • You may reveal This from your hand.
         • If you did:
                  • If a Silver is available:
                           • Return the gained card to its pile.
                           • Put a Silver from Supply into your discard pile.

Trading Post (Action) :I
P:      • Trash 2 cards from your hand.
         • If you did: Gain a Silver from Supply to your hand.

Tragic Hero (Action) :N
P:      • +3 Cards, +1 Buy.
         • If you have 8 or more cards in hand:
                  • Trash This.
                  • Choose a visible Treasure in Supply.
                  • Gain it.

Training (Event) :Ad
B:      • Choose an Action Supply pile.
         • Put your +$1 token on that pile.

Transmogrify (Action, Reserve) :Ad
P:      • +1 Action.
         • Put This face-up on your Tavern mat.
Us:    • You may move This from your Tavern mat to your play area.
         • If you did:
                  • Trash a card from your hand.
                  • Choose a visible card in Supply costing up to $1 more than the trashed card.
                  • Gain the chosen card to your hand.

Transmute (Action) :Al
P:      • Trash a card from your hand.
         • If the trashed card is an Action card: Gain a Duchy from Supply.
         • If the trashed card is a Treasure card: Gain a Transmute from Supply.
         • If the trashed card is a Victory card: Gain a Gold from Supply.

Transport (Event) :M
B:      • Choose either:
                  • Choose a visible Action card from Supply.
                  • Put it face-up on your Exile mat.
         — or:
                  • Put an Action card from your Exile mat onto your deck.

Travelling Fair (Event) :Ad
B:      • +2 Buys.
         • |Uc|:   • G (any):   • You may put the gained card onto your deck.

Treasure Chest (Artifact) :R
|H|:   • Bs:    • Gain a Gold from Supply.

Treasure Hunter (Action, Traveller) :Ad
P:      • +1 Action, +$1.
         • Do this once for each card that the player to your right gained on his last turn:
                  • Gain a Silver from Supply.
D*:    • If a Warrior is available:
                  • You may return This to its pile.
                  • If you did: Put a Warrior from the Warrior pile into your discard pile.

Treasure Map (Action) :S
P:      • Trash This.
         • Trash another Treasure Map from your hand.
         • If you trashed both Treasure Maps:
                  • Do this 4 times:
                           • Gain a Gold from Supply onto your deck.

Treasure Trove (Treasure) :Ad
P:      • +$2.
         • Gain a Gold from Supply.
         • Gain a Copper from Supply.

Treasurer (Action) :R
P:      • +$3.
         • Choose either:
                  • Trash a Treasure from your hand.
         — or:
                  • Choose a Treasure from Trash.
                  • Gain the chosen card to your hand.
         — or:
                  • Take Key.

Treasury (Action) :S
P:      • +1 Card, +1 Action, +$1.
D*:    • If you didn't buy a Victory card this turn: You may put This onto your deck.

Tribute (Action) :I1
P:      • The player to your left reveals the top 2 cards of his deck.
         • He discards the cards.
         • For each differently named card revealed, do this:
                  • If it is an Action card: +2 Actions.
                  • If it is a Treasure card: +$2.
                  • If it is a Victory card: +2 Cards.

Triumph (Event) :E
B:      • Gain an Estate from Supply.
         • If you did: +1 [VP] per card you've gained this turn.

Triumphal Arch (Landmark) :E
E:      • For each of your differently named Action cards, count how many copies you have.
         • Disregard one of them with the highest number of copies.
         • You get 3 VP per copy of the remaining highest numbered card.

Trusty Steed (Action, Prize) :C
P:      • Choose two different of these:
                  A) • +2 Cards.
                  B) • +2 Actions.
                  C) • +$2.
                  D) • Do this 4 times:
                                • Gain a Silver from Supply.
                      • Put your deck into your discard pile.
         • Resolve them in the given order.

Tunnel (Victory, Reaction) :H
|-C|:   • D:   • You may reveal This.
                    • If you did: Gain a Gold from Supply.
E:        • If This is your card, you get 2 VP.

Twice Miserable (State) :N
E:      • If you have this This facing up, you lose 4 VP.

University (Action) :Al
P:      • +2 Actions.
         • You may choose a visible Action card in Supply costing up to $5.
         • Gain it.

Upgrade (Action) :I
P:      • +1 Card, +1 Action.
         • Trash a card from your hand.
         • Choose a visible card in Supply costing exactly $1 more than the trashed card.
         • Gain the chosen card.

Urchin (Action, Attack) :D
P:      • +1 Card, +1 Action.
         • Each other player discards down to 4 cards in hand.
|P|:   • P! (Attack other than This):
                  • You may trash This.
                  • If you did: Gain a Mercenary from the Mercenary pile.

Vagrant (Action) :D
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck.
         • If it's a Curse, Ruins, Shelter, or Victory card: Put it into your hand.
         • Otherwise: Put it back.

Vampire (Night, Attack, Doom) :N
P:      • Take a Hex.
         • Each other player receives the Hex.
         • Choose a visible card in Supply costing up to $5 other than a Vampire.
         • Gain the chosen card.
         • If a Bat is available:
                  • Return This to its pile.
                  • If you did: Put a Bat from the Bat pile into your discard pile.

Vassal (Action) :B2
P:      • +$2.
         • Discard the top card of your deck.
         • If it is an Action card: You may play it.

Vault (Action) :P
P:      • +2 Cards.
         • Discard any number of cards from your hand.
         • +$1 per card discarded.
         • Resolve this for each other player:
                  • The player may discard 2 cards from his hand.
                  • If he did: He draws a card.

Venture (Treasure) :P
P:      • +$1.
         • Reveal cards from your deck until you reveal a Treasure.
         • Discard the other revealed cards.
         • Play that Treasure.

Villa (Action) :E
P:      • +2 Actions, +1 Buy, +$1.
G:      • Put This into your hand.
         • +1 Action.
         • If it's your Buy phase: Continue to your Action phase (without triggering Us abilities).

Village (Action) :B
P:      • +1 Card, +2 Actions.

Village Green (Action, Duration, Reaction) :M
P:        • Choose either:
                    • +1 Card, +2 Actions.
           — or:
                    • Us:    • +1 Card, +2 Actions.
|-C|:   • D:   • You may play This.

Villain (Action, Attack) :R
P:      • +2 Coffers.
         • Resolve this for each other player with 5 or more cards in hand:
                  • The player discards a card costing $2 or more.
                  • If he didn't: He reveals his hand.

Vineyard (Victory) :Al
E:      • If This is your card, you get 1 VP for every 3 Action cards you have (rounded down).

Wall (Landmark) :E
E:      • If you have more than 15 cards:
                  • You get 15 VP.
                  • You lose 1 VP for each card you have.

Walled Village (Action) :X
P:      • +1 Card, +2 Actions.
C:      • If you have This and no more than one other Action card in your play area:
                  • You may put This onto your deck.

Wandering Minstrel (Action) :D
P:      • +1 Card, +2 Actions.
         • Reveal the top 3 cards of your deck.
         • Put the Action cards back in any order.
         • Discard the other revealed cards.

War (Hex) :N
R:      • Reveal cards from your deck until you reveal one costing $3 or $4.
         • Trash that card.
         • Discard the other revealed cards.

Warehouse (Action) :S
P:      • +3 Cards, +1 Action.
         • Discard 3 cards from your hand.

Warrior (Action, Attack, Traveller) :Ad
P:      • +2 Cards.
         • Do this once for each Traveller card in your play area:
                  • Resolve this for each other player:
                           • The player discards the top card of his deck.
                           • If it costs $3 or $4: He trashes it.
D*:    • If a Hero is available:
                  • You may return This to its pile.
                  • If you did: Put a Hero from the Hero pile into your discard pile.

Watchtower (Action, Reaction) :P
P:      • Draw until you have 6 cards in hand.
G (any):
         • You may reveal This from your hand.
         • If you did: Choose either to trash the gained card, or put it onto your deck.

Way of the Butterfly (Way) :M
R! (Action):      • You may instead do this:
         • You may return the played card to its pile.
         • If you did:
                  • Choose a visible card in Supply costing exactly $1 more than the returned card.
                  • Gain the chosen card.

Way of the Camel (Way) :M
R! (Action):      • You may instead do this:
         • Put a Gold from Supply face-up on your Exile mat.

Way of the Chameleon (Way) :M
R! (Action):      • You may instead do this:
         • Resolve the effects of the P ability, except that effects that would give you +Cards this turn give you +$ instead, and effects that would give you +$ this turn give you +Cards instead.

Way of the Frog (Way) :M
R! (Action):      • You may instead do this:
         • +1 Action.
         • D* (the played card):
                  • Put it onto your deck.

Way of the Goat (Way) :M
R! (Action):      • You may instead do this:
         • Trash a card from your hand.

Way of the Horse (Way) :M
R! (Action):      • You may instead do this:
         • +2 Cards, +1 Action.
         • Return the played card to its pile.

Way of the Mole (Way) :M
R! (Action):      • You may instead do this:
         • +1 Action.
         • Discard your hand.
         • +3 Cards.

Way of the Monkey (Way) :M
R! (Action):      • You may instead do this: +1 Buy, +$1.

Way of the Mouse (Way) :M
R! (Action):      • You may instead do this:
         • Play the card set-aside in Setup without putting it in your play area.

Way of the Mule (Way) :M
R! (Action):      • You may instead do this: +1 Action, +$1.

Way of the Otter (Way) :M
R! (Action):      • You may instead do this: +2 Cards.

Way of the Owl (Way) :M
R! (Action):      • You may instead do this:
         • Draw until you have 6 cards in hand.

Way of the Ox (Way) :M
R! (Action):      • You may instead do this: +2 Actions.

Way of the Pig (Way) :M
R! (Action):      • You may instead do this: +1 Card, +1 Action.

Way of the Rat (Way) :M
R! (Action):      • You may instead do this:
         • You may discard a Treasure from your hand.
         • If you did:
                  • If a copy of the played card is visible in Supply: Gain the copy.

Way of the Seal (Way) :M
R! (Action):      • You may instead do this:
         • +$1.
         • |Uc|:   • G (any):      • You may put the gained card onto your deck.

Way of the Sheep (Way) :M
R! (Action):      • You may instead do this: +$2.

Way of the Squirrel (Way) :M
R! (Action):      • You may instead do this:
         • Ue:    • +2 Cards.

Way of the Turtle (Way) :M
R! (Action):      • You may instead do this:
         • Set aside the played card face-up.
         • If you did:
                  • Us:    • Play the set-aside card.

Way of the Worm (Way) :M
R! (Action):      • You may instead do this:
         • Put an Estate from Supply face-up on your Exile mat.

Wayfarer (Action) :M
P:      • +3 Cards.
         • You may gain a Silver from Supply.
|X - while a card other than Wayfarer has been gained this turn|:
         • This has the same cost as the last card gained this turn other than Wayfarer.
         • The cost of This can't be reduced.

Wedding (Event) :E
B:      • +1 [VP].
         • Gain a Gold from Supply.

Werewolf (Action, Night, Attack, Doom) :N
P:      • If it's your Night phase:
                  • Take a Hex.
                  • Each other player receives the Hex.
         • Otherwise: +3 Cards.

Wharf (Action, Duration) :S
P:      • +2 Cards, +1 Buy.
         • Us:    • +2 Cards, +1 Buy.

Wild Hunt (Action, Gathering) :E
P:      • Choose either:
                  • +3 Cards.
                  • Add 1 [VP] token from the token supply to the Wild Hunt pile.
         — or:
                  • Gain an Estate from Supply.
                  • If you did: Take all [VP] tokens from the Wild Hunt pile.

Will-o'-Wisp (Action, Spirit) :N
P:      • +1 Card, +1 Action.
         • Reveal the top card of your deck.
         • If it costs $2 or less: Put it into your hand.
         • Otherwise: Put it back.

Windfall (Event) :E
B:      • If both your deck and discard pile are empty:
                  • Do this 3 times: Gain a Gold from Supply.

Wind's Gift, The (Boon) :N
R:      • +2 Cards.
         • Discard 2 cards from your hand.

Wine Merchant (Action, Reserve) :Ad
P:      • +1 Buy, +$4.
         • Put This face-up on your Tavern mat.
Be:    • If you have at least $2 in your money pool:
                  • You may discard this from your Tavern mat.

Wish (Action) :N
P:      • +1 Action.
         • Return This to its pile.
         • If you did:
                  • Choose a visible card in Supply costing up to $6.
                  • Gain it to your hand.

Wishing Well (Action) :I
P:      • +1 Card, +1 Action.
         • Say a card name.
         • Reveal the top card of your deck.
         • If it has this name: Put it into your hand.
         • Otherwise: Put it back.

Witch (Action, Attack) :B
P:      • +2 Cards.
         • Each other player gains a Curse from Supply.

Wolf Den (Landmark) :E
E:      • You lose 3 VP for each card you have exactly one copy of.

Woodcutter (Action) :B1
P:      • +1 Buy, +$2.

Worker's Village (Action) :P
P:      • +1 Card, +2 Actions, +1 Buy.

Workshop (Action) :B
P:      • Choose a visible card in Supply costing up to $4.
         • Gain it.

Young Witch (Action, Attack) :C
P:      • +2 Cards.
         • Discard 2 cards from your hand.
         • Resolve this for each other player:
                  • The player may reveal a Bane card from his hand.
                  • If he didn't: He gains a Curse from Supply.

Zombie Apprentice (Action, Zombie) :N
P:      • You may trash an Action card from your hand.
         • If you did: +3 Cards, +1 Action.

Zombie Mason (Action, Zombie) :N
P:      • Trash the top card of your deck.
         • You may choose a visible card in Supply costing up to $1 more than the trashed card.
         • Gain the chosen card.

Zombie Spy (Action, Zombie) :N
P:      • +1 Card, +1 Action.
         • Look at the top card of your deck.
         • You choose either: • Discard it.  — or: • Put it back.

Knight ability:
         • Resolve this for each other player:
                  • The player reveals the top 2 cards of his deck.
                  • He chooses one of them costing from $3 to $6.
                  • He trashes that card.
                  • He discards the other revealed cards.
                  • If the trashed card is a Knight: Trash This.

Dame Anna (Action, Attack, Knight) :D
P:      • Trash up to 2 cards from your hand.
         • Knight ability

Dame Josephine (Action, Attack, Knight, Victory) :D
P:      • Knight ability
E:      • If This is your card, you get 2 VP.

Dame Molly (Action, Attack, Knight) :D
P:      • +2 Actions.
         • Knight ability

Dame Natalie (Action, Attack, Knight) :D
P:      • You may choose a visible card in Supply costing up to $3.
         • Gain it.
         • Knight ability

Dame Sylvia (Action, Attack, Knight) :D
P:      • +$2.
         • Knight ability

Sir Bailey (Action, Attack, Knight) :D
P:      • +1 Card, +1 Action.
         • Knight ability

Sir Destry (Action, Attack, Knight) :D
P:      • +2 Cards.
         • Knight ability

Sir Martin (Action, Attack, Knight) :D
P:      • +2 Buys.
         • Knight ability

Sir Michael (Action, Attack, Knight) :D
P:      • Each other player discards down to 3 cards in hand.
         • Knight ability

Sir Vander (Action, Attack, Knight) :D
P:      • Knight ability
T:      • Gain a Gold from Supply.


+1 Card token, yours :Ad
P! (a card from a pile with This token):    • +1 Card.

+1 Action token, yours :Ad
P! (a card from a pile with This token):    • +1 Action.

+1 Buy token, yours :Ad
P! (a card from a pile with This token):    • +1 Buy.

+$1 token, yours :Ad
P! (a card from a pile with This token):    • +$1.

-$2 Cost token, yours :Ad
|U|:   • Cards from the pile with This token cost $2 less, but not less than $0.

Trashing token, yours :Ad
B (a card from a pile with This token):
         • You may trash a card from your hand.

Estate token, yours :Ad
(See Inheritance.)

-$1 token :Ad
|H|:   • X - when you would get at least $1:
                  • Get $1 less instead of the amount you would get.
                  • Return This token to the token supply.

-1 Card token :Ad
|H - on your deck|:
         • X - when you're instructed to draw cards:
                  • Draw one less card instead of the number of cards you would draw.
                  • Return This token to the token supply.

Exile mat, yours :M
G (any):      • You may discard all copies of the gained card from here except the gained card.

« Last Edit: August 20, 2020, 02:40:48 pm by Jeebus »
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Morgrim7

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #3 on: March 26, 2013, 10:19:25 am »
+8

Wow.
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Dominion Notation: http://forum.dominionstrategy.com/index.php?topic=7265.msg206246#msg206246

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #4 on: March 26, 2013, 12:12:24 pm »
+2

I may have an idea, I'll let you all know how it pans out.

- your friendly neighborhood game programmer
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #5 on: March 26, 2013, 03:58:19 pm »
+1

I think there's a bug in the rules for 'Buy', the card should be gained at the end only if it has the same name as the card that was chosen. This matters for Ruins interacting with Talisman.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #6 on: March 26, 2013, 05:30:52 pm »
0

I think there's a bug in the rules for 'Buy', the card should be gained at the end only if it has the same name as the card that was chosen. This matters for Ruins interacting with Talisman.

You're right, thanks! It wrote it like that because of Talisman, but I didn't get it right. I updated the post now.
So I changed
Quote
Gain the copy of the card that is on top of that Supply pile.
to
Quote
Gain the copy of the chosen card that is on top of the Supply pile.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #7 on: April 03, 2013, 01:03:00 am »
+1

Library (Action)
P:    • Draw until you have 7 cards in hand. As you draw each card, you may set it aside face-up if it is an Action card.
      • Discard the set-aside cards.


I realized that Library can be changed to the following, which is more accurate. It does remove drawing cards, and instead tells you to look at cards and then put them into your hand. But arguably that's what Library made you do anyway. And I highly doubt that any event will ever trigger on drawing a card; there's too much ambiguity there.

Library (Action)
P:    • Do this until you have 7 cards in hand:
              • Look at the top card of your deck.
              • If it is an Action card: You may set it aside face-up.
              • If you didn't: Put it into your hand.
      • Discard the set-aside cards.


EDIT 2015-04-07: I was wrong! Something in the new expansion Adventures triggers on drawing a card, namely the removal of a token from your deck. It has been confirmed that Library actually draws you cards, so I'll have to change this at some point.
EDIT 2015-04-08: Fixed it now.
« Last Edit: April 08, 2015, 11:56:43 am by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #8 on: April 28, 2013, 08:57:07 am »
+2

Thanks for your effort!
This is extremely useful for implementing a Dominion program.
Maybe you can send this to ISO (International Organization for Standardization) to standardize it.  ;)
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #9 on: May 03, 2013, 11:59:25 am »
0

I just realized the E event trigger wouldn't work as intended. There was no indication of when it would be in effect. I used it for two things. The first was VP at the end of the game. VP are only given if you actually have the card in your deck, and that wasn't stated. (This was my mistake because of changing how VP is given; in the actual rulebook it just says to count VP from Victory cards in your deck.) So now I changed the E event trigger accordingly.

The second use of E was putting set-aside cards in your deck at the end of the game (Haven, Island, Native Village, Horse Traders). Only Island and Native Village have this on the real card, but that's a mistake; they should all have it. However, it's a global rule (like Duchess and Trade Route) not tied to a particular copy of e.g. Island. Unlike with Duchess and Trade Route, I don't think it would be a problem, but it's cleaner keeping it away from the card, and keeping it on the card would be problematic with the new definition of E. So I moved it to the rules section (End of the game) for all four cards.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #10 on: May 03, 2013, 12:58:49 pm »
+2

The End of the game rules should also indicate that (Duration) cards in play are returned to your deck.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #11 on: May 04, 2013, 11:34:15 am »
0

The End of the game rules should also indicate that (Duration) cards in play are returned to your deck.

Good call. Another small hole in the official rules actually. I added it to the FAQ too.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #12 on: May 04, 2013, 12:26:14 pm »
0

Another small hole in the official rules actually. I added it to the FAQ too.

I don't think there is a hole, but instead that the text about returning cards on Island is superfluous since cards on various mats still are your cards. The official rules for game end say: "Each player puts all of his cards into his Deck and counts the victory points ...".
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #13 on: May 05, 2013, 11:22:10 am »
0

I don't think there is a hole, but instead that the text about returning cards on Island is superfluous since cards on various mats still are your cards. The official rules for game end say: "Each player puts all of his cards into his Deck and counts the victory points ...".

You're right, I didn't realize that's what the rulebook said. I checked the Intrigue rulebook though (which also has complete rules), and there it actually just mentions your hand and discard pile, so that's probably where I got it from. You could say that the version in the base game rules is better, because it's complete in few words ("your cards"), but actually what "your cards" means is not stated anywhere. Of course we know it intuitively*, but if you wanted to make a completely accurate and unambiguous set of rules, like here, it doesn't quite cut it.

*Something like: Every card you have acquired by gaining it or having it passed to you, that you didn't subsequently lose by trashing it, passing it to another player, or returning it to Supply. (This only works as long as there is no Island-like card that doesn't return your cards to your deck.)

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #14 on: May 05, 2013, 11:58:01 am »
+1

Arguably having a definition of "your cards" is necessary for Market Square anyway. I mean, it's not necessary yet—at present "when one of your cards is trashed" is equivalent to "when you trash a card"—but it's still possible that Guilds might have a "trash a card from the Supply" effect.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #15 on: November 09, 2013, 07:52:38 am »
+1

Jeebus, would you consider updating your specifications/rules and adding the Guilds expansion? I hope you can update it as I found it very useful for implementing a Dominion program and helped me to understand Dominion better.  :) Thank you for your hard work! 
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Jeebus

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #16 on: September 05, 2014, 04:40:13 pm »
+2

Jeebus, would you consider updating your specifications/rules and adding the Guilds expansion? I hope you can update it as I found it very useful for implementing a Dominion program and helped me to understand Dominion better.  :) Thank you for your hard work!

Wow, I didn't see this until now. I guess I should turn on the setting for getting an email when somebody replies.
I'll get to updating this for Guilds soon.
« Last Edit: September 05, 2014, 04:43:20 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #17 on: September 23, 2014, 01:09:02 am »
0

I made a few minor changes that seemed to have been forgotten.
In the first post (with the rules), I removed "+x VP" (it wasn't in use), changed the phrasing of putting set-aside cards in your deck at the end of the game (see earlier in this thread), and corrected the lose track rule (the definition of "expected location" was not accurate).
In the second post (the card list) I did some very minor corrections in Noble Brigand and Possession, and changed Library according to my subsequent post.
I'll get working on adding the new cards now.

EDIT: More minor changes made: In the rules, under "Your turn", I removed "you may" a number of places where it already said "do this any number of times". The generic event trigger Dx is removed, and I added D* instead (in use for Scheme and Prince). I defined $0* under "Terms and Symbols".
Also some very minor changes for Black Market, Vineyard and a few others. Governor and Procession are now a bit more streamlined. Scheme is changed according to the new event trigger D*. Sea Hag and Pearl Diver had a little mistake.
« Last Edit: September 25, 2014, 11:26:25 am by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #18 on: September 23, 2014, 08:34:31 pm »
+2

I've now updated the card list with the cards from Guilds plus Prince. Correspondingly I've updated the rules post with the following changes:
"Terms and symbols": Defined +x Coin tokens. Defined Cost $x+.
"Set-up": Set-up for Baker.
"Buy phase": Spending Coin tokens.

I've also updated Pirate Ship because of the coin token confusion.

Here's a list of the new cards (you can also find them in the original card list):

EDIT 2017-09-19: Removed the list, since it's outdated after I changed several codes for ability triggers. See the main list instead.
« Last Edit: September 19, 2017, 06:30:08 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #19 on: September 25, 2014, 01:44:04 pm »
+6

I've been looking at the different card movements.
Some fun facts:

Cards moving themselves:
There are 2 cards that discard themselves from your hand: Beggar, Market Square.
The only card that sets itself aside from your hand: Horse Traders.
There are 2 cards that trash themselves from your hand: Hovel, Fool's Gold.
The only card that moves itself from play to your deck: Walled Village.
There are 3 cards that set themselves aside from play: Encampment, Island, Prince.
There are 22 cards that trash themselves from play: Death Cart, Embargo, Engineer, Farmers' Market, Feast, Horn of Plenty, Mining Village, Pillage, Raze, Small Castle, Treasure Map, Urchin, all Knights.
There are 9 cards that move themselves from play to your Tavern mat: all Reserve cards.
There are 2 cards that move themselves from play to a non-supply pile: Madman, Spoils.
The only card that moves itself from your deck to your hand: Villa.
The only card that moves itself from discard to your hand: Villa.
There are 2 cards that move themselves from discard to your deck: Alchemist, Treasury.
There are 2 cards that move themselves from discard to supply: Page, Peasant.
The only card that trashes itself from discard: Hermit.
There are 6 cards that move themselves from discard to to a non-supply pile: Disciple, Fugitive, Hero, Soldier, Treasure Hunter, Warrior.
The only card that moves itself from set-aside to your hand: Horse Traders.
The only card that moves itself from set-aside to Supply: Encampment.
The only card that moves itself from supply to discard (gaining): Duchess.
The only card that moves itself from trash to your hand: Fortress.
There are 7 cards that move themselves from your Tavern mat to play: Coin of the Realm, Duplicate, Guide, Ratcatcher, Royal Carriage, Teacher, Transmogrify.
The only card that discards itself from your Tavern mat: Wine Merchant.

Cards moving other cards from your hand:
The only card that moves cards from your hand to another player's hand: Masquerade.
There are 11 cards that play cards from your hand: Avanto, Black Market, Counterfeit, Crown, Cultist, Disciple, King's Court, Procession, Sauna, Storyteller, Throne Room.
There are 14 cards that move cards from your hand to your deck: Artisan, Bureaucrat, Count, Courtyard, Donate, Ghost Ship, Haunted Castle, Haunted Woods, Mandarin, Royal Seal, Secret Chamber, Secret Passage, Travelling Fair, Watchtower.
There are 44 cards that discard cards from your hand.
There are 6 cards that set cards aside from your hand: Gear, Haven, Island, Library, Prince, Save.
The only card that moves cards from your hand to supply: Ambassador.
There are 51 cards that trash cards from your hand.
The only card that moves cards from your hand to your Tavern mat: Miser.

Cards moving other cards from play:
There are 2 cards that move cards from play to your deck: Herbalist, Mandarin.
There are 4 cards that trash cards from play: Bonfire, Counterfeit, Mint, Procession.

Cards moving other cards from your deck:
There are 134 cards that draw cards from your deck to your hand.
There are 8 cards that move cards from your deck to discard: Chancellor, Jester, Messenger, Scavenger, Sea Hag, Trusty Steed, Vassal, Warrior.
There are 61 cards that set cards aside from your deck. (They all do it as part of revealing or looking at cards, except Archive and Native Village.)
There are 2 cards that trash cards from your deck: Swindler, Watchtower.

Cards moving other cards from discard:
There are 4 cards that move cards from discard to your hand: Bustling Village, Counting House, Donate, Settlers.
The only card that plays cards from discard: Vassal.
There are 10 cards that move cards from discard to your deck: Annex, Harbinger, Herald, Inn, Replace, Royal Seal, Scavenger, Scheme, Travelling Fair, Watchtower.
There are 2 cards that set cards aside from discard: Prince, Summon.
There are 3 cards that trash cards from discard: Hermit, Warrior, Watchtower.

Cards moving other set-aside cards:
There are 20 cards that move set-aside cards to your hand. (They all move cards that are revealed or looked-at, except Archive, Gear, Haven and Save.)
There are 5 cards that play set-aside cards: Golem, Herald, Prince, Summon, Venture. (They all play cards that are revealed, except Prince and Summon.)
There are 28 cards that move set-aside cards to your deck. (They all move cards that are revealed or looked-at.)
There are 49 cards that discard set-aside cards. (They all discard cards that are revealed or looked-at.) In addition there are 2 cards that move set-aside cards to discard (gaining): Black Market, Possession. (Possession also does this without gaining.)
There are 22 cards that trash set-aside cards: Bandit, Doctor, Giant, Loan, Lookout, Noble Brigand, Pirate Ship, Rebuild, Rogue, Sentry, Saboteur, Thief, all Knights. (They all trash cards that are revealed or looked-at.)
The only card that moves set-aside cards to a non-supply pile: Black Market.

Cards moving other cards from supply:
There are 9 cards that move cards from supply to your hand (gaining): Artisan, Beggar, Explorer, Ill-Gotten Gains, Mine, Rocks, Torturer, Trading Post, Transmogrify.
There are 12 cards that move cards from supply to your deck (gaining): Armory, Artificer, Bag of Gold, Beggar, Bureaucrat, Develop, Fool's Gold, Rocks, Sea Hag, Taxman, Tournament, Treasure Map.
There are 101 cards that move cards from supply to discard (gaining).
The only card that sets cards aside from supply: Inheritance.
There are 3 cards that trash cards from supply: Gladiator, Lurker, Salt the Earth.

Cards moving other cards from trash:
The only card that moves cards from trash to your deck (gaining): Graverobber.
There are 5 cards that move cards from trash to discard (gaining): Lurker, Noble Brigand, Possession, Rogue, Thief.
The only card that sets cards aside from trash: Possession.

Cards moving other cards from a non-supply pile:
The only card that moves cards from a non-supply pile to your deck (gaining): Tournament.
There are 14 cards that move cards from a non-supply pile to discard (gaining, except Traveller cards): Bandit Camp, Hermit, Marauder, Pillage, Possession, Urchin, all Traveller cards.
The only card that sets cards aside from a non-supply pile: Black Market.

EDIT 2015-04-08: Found a couple of mistakes, and changed how Library works. Also added info on which movements are gaining.
EDIT 2015-05-06: Updated for Dominion: Adventures. Events are listed as cards. Tokens are not included, but they are: +1 Card token moves cards from deck to hand, Trashing token trashes cards from hand.
EDIT 2016-01-26: Updated for Summon (promo).
EDIT 2017-09-19: Updated for Empires.
« Last Edit: May 19, 2019, 04:01:26 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #20 on: September 25, 2014, 06:12:33 pm »
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Nifty! Some quibbles, though—at least, Possession can't both set cards aside from the trash and move cards from trash to discard.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #21 on: September 25, 2014, 09:51:41 pm »
+1

Nifty! Some quibbles, though—at least, Possession can't both set cards aside from the trash and move cards from trash to discard.

I thought there might be some questions about Possession. :)
The thing is that Possession can gain you cards. The when-would-gain ability cancels the gain and gains the possessor the card instead. Those cards can be gained from supply, a non-supply pile, trash (via Graverobber, Noble Brigand, Rogue or Thief), or set-aside (via Black Market). So then Possession moves a card to your discard.
Possession sets aside cards from trash when cards are trashed.
Possession also moves set-aside cards to discard at the end of the turn, namely the cards that were trashed.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #22 on: September 26, 2014, 08:32:54 am »
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Wow, now that's nerdy! Great job, indeed!

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #23 on: April 07, 2015, 08:50:31 pm »
+1

EDIT 2015-04-07: I was wrong! Something in the new expansion Adventures triggers on drawing a card, namely the removal of a token from your deck. It has been confirmed that Library actually draws you cards, so I'll have to change this at some point.
Oh, good, you noticed. I was just coming here to point it out!

By the way, your definition for Black Market says "You may buy one of the revealed cards," but your definition of "buy a card" is only in terms of selecting and buying cards from the tops of supply piles; nothing says what it means to buy one of a set of individual cards that aren't in the supply. I know that's being especially precise, but I guess that's the whole point of your project.

And nice job!
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #24 on: April 30, 2015, 07:34:46 pm »
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I've been reworking the ability triggers, state timers and general rules according to Dominion: Adventures. Quite a few things had to be added or changed. There are also some new rulings that require changes. First I'm going to update the rules (the second post in this thread), and then some of the existing cards (the third post). Then I'll add all the new cards from Adventures in their own post, and also alphabetically in the big card list.

New ability triggers:
  • Pt - When you play a card from a pile with This token
  • Pa - After you resolve a played Action card
  • Bt - When you buy a card from a pile with This token
  • BO - When another player buys a card
  • U - At the start of your turn.
I removed the ability trigger P! (before play), because of the new ruling on Band of Misfits.

New state timers:
  • |Un| - Until your next turn
  • |Ud| - During your turn.
I changed the state timer |T| to |U| (for the rest of your current turn) to have everything turn related start with U.

New setup rules regarding Port, Events, Tavern mat and player tokens.
Events also added in Buy phase.
Changed "Buy a card" description based on note from chipperMDW.
Added how other players discard cards in Clean-up.
Added info about cards on Tavern mat at the end of the game.

EDIT 2017-09-19: This information is now outdated. See the main post instead.
« Last Edit: September 19, 2017, 06:35:34 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #25 on: April 30, 2015, 08:00:56 pm »
+2

In the rules, I have a couple questions/comments:

1. You should probably rename "events" because of actual Events now.
2. Where's the rule that simultaneous things all affecting you are chosen?
3. I'm not sure your version of the lose track rule is correct.  It's not "if a card isn't in the expected place", it's "if a card has been moved since this card originally interacted with it" (or something like that).  This is important for things like Princed Reserves.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #26 on: April 30, 2015, 08:05:32 pm »
0

Also, I just randomly saw that Band of Misfits seems to say that it's that card for forever, instead of until it leaves play.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #27 on: April 30, 2015, 08:25:44 pm »
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In the rules, I have a couple questions/comments:
1. You should probably rename "events" because of actual Events now.

I guess you're right, having a capital "E" for Events isn't enough. Not sure what's good alternative though. "Effect" doesn't really work.

Quote
2. Where's the rule that simultaneous things all affecting you are chosen?

Do you mean the rule that you decide in which order to resolve simultaneous things that affect you? That is in several rulebooks.
Edit: Oh, do you mean where I put it? It's there, under "Resolving events".

Quote
3. I'm not sure your version of the lose track rule is correct.  It's not "if a card isn't in the expected place", it's "if a card has been moved since this card originally interacted with it" (or something like that).  This is important for things like Princed Reserves.

Yeah, I know. I think Princed Reserves is the only example we know of. So now it's more complicated. I was avoiding it. But actually I think I have a good way to phrase it now.

Also, I just randomly saw that Band of Misfits seems to say that it's that card for forever, instead of until it leaves play.

No, it has a state timer.
« Last Edit: April 30, 2015, 11:32:12 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #28 on: May 02, 2015, 02:34:10 pm »
+2

In the rules, I have a couple questions/comments:
1. You should probably rename "events" because of actual Events now.

I guess you're right, having a capital "E" for Events isn't enough. Not sure what's good alternative though. "Effect" doesn't really work.

I changed it to ability.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #29 on: May 05, 2015, 02:38:43 pm »
+1

Here are the cards, tokens and Events from Adventures. I'll add them to the main list too.

EDIT 2017-09-19: Removed the list, since it's outdated after I changed several codes for ability triggers. See the main list instead.
« Last Edit: September 19, 2017, 06:36:12 pm by Jeebus »
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #30 on: May 05, 2015, 03:44:56 pm »
+1

-$2 cost token says it costs $1 less.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #31 on: May 06, 2015, 11:11:27 am »
+1

I believe Quest should also have you discard two curses before gaining a gold.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #32 on: May 06, 2015, 12:21:43 pm »
+3

• If Baker is in Supply:
      • Each player: +1 Coin token.[/size]

Should be "If Baker is in game"
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #33 on: May 06, 2015, 01:10:20 pm »
0

Thanks, guys.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #34 on: May 06, 2015, 02:45:34 pm »
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I updated the list of card movements that I made in an earlier post in this thread. I included the cards and Events from Adventures.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #35 on: September 19, 2017, 06:37:46 pm »
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I changed several codes for ability triggers and state timers, so that there are now less of them actually. I added stuff from Empires to the rules and also all the cards from Empires.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #36 on: November 25, 2017, 01:51:21 pm »
+2

All the cards from Nocturne are added.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #37 on: November 26, 2017, 12:30:32 pm »
+1

It looks like you have baker setup in there twice. Also do you need to mention anything under setup for obelisk?
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #38 on: November 26, 2017, 12:40:30 pm »
+2

Your re-do of exchanging is incorrect (I'm looking at Bat).  Bat does not return to its pile unless there is a Vampire to take, which you do not specify.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #39 on: November 26, 2017, 01:22:49 pm »
0

It looks like you have baker setup in there twice. Also do you need to mention anything under setup for obelisk?

Thanks. I had forgotten to update that secion, so the global rule for Changeling was also missing!
The setup for the Landmarks are on each Landmark. Since there's just one Landsmark card, this doesn't present the same problem as for Baker, Young Witch, Trade Route, etc.

Your re-do of exchanging is incorrect (I'm looking at Bat).  Bat does not return to its pile unless there is a Vampire to take, which you do not specify.

Thanks! I had forgotten that very important line on Vampire and Bat. The Travellers were all correct.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #40 on: April 02, 2019, 03:02:38 pm »
+1

Updated with Renaissance cards and mechanics.

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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #41 on: April 02, 2019, 05:12:15 pm »
0

It looks like you forgot to mention that there are 12 Experiments.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #42 on: April 02, 2019, 06:57:34 pm »
+4

It looks like you forgot to mention that there are 12 Experiments.
You're thinking of Port.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #43 on: April 02, 2019, 07:53:42 pm »
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Isn't this whole thing just what the Dominion Online people have already done?
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #44 on: April 02, 2019, 10:21:49 pm »
0

It looks like you forgot to mention that there are 12 Experiments.
You're thinking of Port.

Huh. For whatever reason I had convinced myself there were 12 of both Port and Experiment. Counting from the box, there are definitely 10 Experiments. Not sure how I convinced myself of this, as it doesn't make any sense when combined with returning to the supply.
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Re: My Stupid Project: Re-doing all Dominion cards
« Reply #45 on: April 02, 2019, 11:09:38 pm »
+1

Isn't this whole thing just what the Dominion Online people have already done?

I see some similarities but more differences. In any case, it would be the other way around, since I did this years before the current Dominion Online.
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