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XerxesPraelor

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Giant Card Compendium!
« on: August 30, 2013, 12:29:37 pm »
+5

Dominion Card Compendium

Cards costing $0P:

Homunkulus - Asper
Action-Attack - $0P
+$1
Each other player gains a Curse.
Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$. If you gain a card this way, put it in your hand.

Cards costing $1:

Squatter – Saucery
Action - $1
+1 action
Return this card to the supply.
When you buy this card, you may return it to the supply immediately. If you do, each other player gains a Squatter.

Blueprints – Wrclass
Action - $1
+2 Actions
+1 Buy
______________________________________________________________________________
In games using this, when you gain an action card costing $4 or more, you may gain this.

Cards costing $2:

Artefact - Asper
Treasure-Reaction - $2
$1
When you just resolved an Action Card and have 0 Actions, you may discard this. If you do: +1 Action.

Ranger - Asper
Action - $2
+1 Action
Look at the top two cards of your deck. Put one of them in your hand and discard the other one.

Wagon Train – Wrclass
Action-Reaction - $2
Gain an action card costing up to $4
________________________________
When another player plays an attack card, you may reveal this and another action card from your hand. If you do, you are unaffected by that attack.

Scientist – Wrclass
Action - $2
+2 Cards
+1 Action
Each other player gains an invention (from the invention pile), putting it on top of their deck.

Invention – Wrclass
Action - $4
+2 Cards
+1 Action
Return this to the invention pile.
________________________
When you trash this, put it in your hand.
(This is not in the supply)

Almoner – Schneau – winner
Action - $2
+1 Card
+1 Action
You may gain a Copper, putting it into your hand.

Mage's Study – Spell Cards – jamespotter
Action-Reaction - $2
Do this twice: Choose one: +1 card, discard a card; or +$1
___________________________________________________
When you discard this card except during your cleanup phase, you may reveal it and gain a Spell card from a Spell Pile.

Fool – NoMoreFun
Action-Single - $2
+2 Cards
Put this on top of any Kingdom supply pile.

Commune - NoMoreFun
Action-Duration-Single - $2
Now, and the start of every turn this is in play: Draw until you have 6 cards in hand.
---
While this card is in play, it is also in the Supply.

Trashman – NoMoreFun
Action-Single - $2+
When you would gain this, instead, gain a card from the Trash
When you buy this you may overpay for it. If you did, trash a Treasure from your hand, and gain a card costing up to the amount you overpaid more than it.

Benefactor - NoMoreFun
Action - $2
Name a treasure card. Gain a copy in your hand. Each other player gains a copy, and puts it on top of his deck if it's a copper, in his discard pile if it's a Silver, and in his hand otherwise.

Excavation – GeronimoRex
Action-Looter - $2
+1 Action
+1 Buy
Choose one: Gain a Ruins into your hand and place any number of Ruins from your hand face up on your Excavation mat; or play all the Ruins from your Excavation mat in any order.
During discard, any Ruins played by Excavation are shuffled back into the Supply.

Scrounger – GeronimoRex
Action - $2
+1 Card
If this is the first time you played a Scrounger this turn, +1 Action, +1 Buy.
If any kingdom piles have two or less cards remaining, you may gain a card from one of these piles, your choice.

Freeloader – GeronimoRex
Action - $2
+1 Card
If this is the first time you played a Freeloader this turn, +1 Action, +1 Buy.
In any kingdom piles have 9 or more cards remaining, you may gain a card from one of these piles, your choice.

Dark Arts – BMan
Action/Reaction - $2
+1 Action
+1 Buy
Reveal your hand and discard all revealed Curses. +1 Card per Curse revealed. Play each Ruin that is revealed. If you do not reveal a Curse or a Ruins, +$1.
------
When you gain a card, you may reveal this and gain the card into your hand.

Acolyte – Davio
Action - $2
+1 Action
Put a token on your Acolyte mat.
If you have at least:
2 Tokens: +1 Card
3 Tokens: +1 Buy
4 Tokens: +$1
6 Tokens: +1 Coin
9 Tokens: 1 VP for every 3 tokens on your Acolyte map, rounded down.

Laborer – Saucery
Action - $2
+1 action, +$1
If you have two or more Laborers in play (including this): +1 card.

Boycott - LastFootnote
Action - $2
+$2. You may move the Boycott marker to nonempty Kingdom card pile.
------------
Setup: Put the Boycott marker on the Province pile. The pile with the Boycott marker is not in the Supply. Cards in that pile cannot be bought or gained.

Mad Scientist – Eistee
Action - $2
+1 Card
Trash a card from your hand. It it was...
an Action card: +2 Actions, +1 Buy
a Treasure card: +  1
a Victory card: +1 Card
---
When you play an Attack card with this in play, you
may trash this. If you do, choose one: Gain a Gold;
or each other player gains a Curse.

Mountain Pass – eHalcyon – winner
Action - $2
Trash this and another card from your hand.  All cards cost $2 less this turn, but not less than $0.

Missionary – Graystripe77 – winner
Action-Reaction - $2
Trash two cards from your hand.
--
When you would gain a card, you may discard this from your hand. If you do, instead gain a card costing exactly $1 more.

Cards costing 2P:

Elixir – Aiden Millow
Treasure - $2P
$2
When you play this you may play an action card from your hand.

Wizard - Asper
Action - $2P
+3 Cards
Discard any number of Action cards and Potions from your hand. +2$ per card discarded this way.
When you gain this, gain a Potion.

Cards costing $3:

Baroness - Asper
Action - $3
+1 Action
Look at the top card of your deck. You may trash it. If you do: +1 VP

Soup Kitchen - Apser
Action-Attack - $3
+1 Card
+$1
Each other player gains a Copper, putting it in his hand if he has less than 6 cards in hand.

Sunken City - Asper
Action-Duration - $3
+2 Actions
Reveal the top card of your deck. If it is an Action card, put it in your hand. If it is not, discard it.
At the start of your next turn: +2 Actions

Pawn Shop – blueblimp – winner
Action - $3
Choose one: trash a card from your hand, gaining a number of Coppers equal to its cost in coins, putting them into your hand; or trash any number of Coppers from your hand, gaining a card with cost exactly equal to the number of Coppers you trashed.

Historian – Wrclass
Victory-Reaction - $3
At the end of the game, count the cards on your historian mat. This is worth 1 VP for every 3 cards set aside there. Then return the set aside cards to your deck.
_______________________________________________________________________________  When you gain a card, you may reveal and then discard this from your hand. If you do, set aside that card on your historian mat.

Ballista – Wrclass
Action-Attack - $3
+2 Actions
Each other player with 4 or more cards in hand discards a card.

Mill Town – LastFootnote
Action - $3
+1 Card
+2 Actions
Discard a card. You may reveal 3 or more Coppers from your hand.
If you do, gain a card costing up to $1 per Copper revealed.

Gambler – LastFootnote
Action - $3
+1 Card
+1 Action
Look at the top card of your deck and choose one: Trash that card; or put that card into your hand and trash this.

Redistrict – LastFootnote
Action - $3
Trash a card from your hand then discard any number of cards. Gain a card with cost exactly equal to the cost of the trashed card plus $1 per card discarded.

Carpenter – Nicrosil - winner
Action - $3
+$2
You may trash this card. If you do, gain a card costing up to $4.

Musketeers – NoMoreFun
Action-Duration - $3
+$1
At the start of your next turn, +1 Action
---
When you discard this from play, draw an extra card at the end of that turn's clean up phase.

Scholar – NoMoreFun
Action - $3
You may discard any number of cards from your hand. Count the number of treasures you discarded this way, and draw until you have twice that many cards in hand.

Capital – NoMoreFun
Action - $3
+1 Action
You may play an action card from your hand.
Draw until you have 5 cards in hand.

Blockade – NoMoreFun
Action-Duration - $3
+$3
Trash a card from your hand. Set aside a number of cards from the top of your deck equal to its cost in coins. At the start of your next turn, put the set aside cards in your hand
---
While this is in play, cards cost $1 more. Apply this after all other cost modifiers.

Opportunist – Events – NoMoreFun
Reaction - $3
When any player gains a Treasure card, you may reveal and discard this. If you do, resolve an Event.
---
When you reveal this, +1 card

Observatory - Eistee
Action - $3
+1 Action
Reveal the top three cards of your deck.
If you reveal at least one Victory
card this way: Put all the revealed cards
into your hand. Otherwise: Discard all
the revealed cards.

Trainee – Saucery
Action - $3
Return this and one other card from your hand to the supply. Gain an action card costing up to the total value of those two cards.

Orchard – Saucery
Victory - $3
2 VP
When you buy this card, you may overpay for it. If you overpaid by $2 or more, gain 2 coin tokens.

Redo – Wrclass
Action - $3
+1 Card
+1 Action
Trash a card from your hand. Gain a card with the same or lesser cost, putting it your hand.
______________________________________________________________________________
When you trash this, +1 Card

Derelict - RTT
Action-Looter - $3
Each other player gains a Ruins.
Reveal cards from the top of your deck until you reveal 2 Ruins. Discard the other cards and play each Ruins card twice, in either order.

Boost – GeronimoRex
Action - $3
Gain two copper cards; put them into your hand. Trash a card from your hand.
-------
When you gain this, set it aside; at the start of your next turn, +1 Action, +1 Buy and put this card into your hand.

Landfall - eHalcyon
Action-Reaction - $3
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Silver Smelter – jamespotter - winner
Action-Reaction - $3
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

Cards costing $3P:

Panacea – Graystripe77 - winner
Action - $3P
+1 Card
+1 Action
Choose one: +1 Card; OR trash a card from your hand; OR +$1, +1 Buy.

Cards costing $4:

Wizard – Spell Cards – jamespotter
Action - $4
+$2
Gain a Spell card from a Spell pile.

Clerk - LastFootnote
Action-Reaction - $4
Look at the top 2 cards of your deck and draw any number of them. +$1 for each card you put back.
--------------
When another player plays an Attack card, you may reveal this from your hand. If you do, trash any number of cards from your hand.

Soothsayer – LastFootnote - winner
Action-Attack - $4
+2 Cards
Each other player gains a Curse, setting it aside on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, discard all cards on your mat. Trash the set aside cards at the end of the game.

Enforcer – LastFootnote
Action-Attack - $4
+2 Cards
+1 Action
You may discard a Treasure card from your hand. If you don't, trash this.
Each other player reveals the top 2 cards of his deck and discards one of them that you choose.

Surveyor – LastFootnote
Action - $4
+2 Cards.
You may discard a card that is not a Victory card. Gain a copy of it.

Floodgate – LastFootnote
Victory - $4
2 VP
When you gain this, set it aside along with up to 4 cards from your hand. At the start of your next turn, put all the set-aside cards into your hand.

Inventor – Wrclass
Action - $4
+1 Card
+1 Action
Gain an Invention from the Invention pile.

Invention – Wrclass
Action - $4
+2 Cards
+1 Action
Return this to the invention pile.
________________________
When you trash this, put it in your hand.
(This is not in the supply)

Tea House – shark bait - winner
Victory - $4
2 VP
--
At the start of Clean-up on the turn you buy this, you may choose a card you have in play. If you discard it from play this turn, put it on your deck.

Production Village – WanderingWinder – winner
Action - $4
+2 Actions
Draw until you have 5 cards in your hand.

Salesman – dnkywin – winner
Action - $4
All cards cost $1 less this turn, but not less than $0.
You may gain a card costing up to $3.

Astrolabe – popsofctown – winner
Treasure - $4
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.

Flea Market – Polk5440 – winner
Action - $4
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

Surveyor – Just a Rube
Action - $4
+$2, +1 Buy
------------
When you gain this, reveal the top 4 cards of your deck. You may put any revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Freebooter – Asper
Action-Attack - 4$
+2 Cards
Each other player with 5 or more cards in hand puts a card from it aside face-down.
At his next clean-up phase, he discards it. If he does and would draw 5 cards for his next turn, he instead only draws 4.

Amazon Village - Asper
Action-Duration - $4
+1 Card
+2 Actions
At the start of your next turn: +1 Action
While this is in play, if another player plays an Attack Card, you may immediately gain a copy of the played Attack Card.

Assassin - Asper
Action-Attack - $4
+1 Action
+$2
Discard a card. Each other player reveals the top two cards of his deck. You may choose one for him to discard. He puts the other cards back on his deck in the order he chooses.

Troll - Asper
Action-Duration - $4
+$2
At the start of your clean-up phase, put four Embargo Tokens on any piles in the supply. Every time a player buys a card, he gains one Curse per Embargo Token on that pile.
At the start of your next turn: Remove four Embargo Tokens from any piles in the supply.

Archive - Asper
Action - $4
+1 Action
Draw until you have 6 cards in hand. Gain a Cryptograph from the Cryptograph pile.
Each other player may reveal and discard his hand. If he does, he draws one card per card discarded.

Cryptograph - Asper
Treasure – Victory - $0
2$
1VP
----
When you reveal this during another players turn, he decides whether you must return it to the Cryptograph pile.
(This is not in the supply)

Parliament - Asper
Action - $4
You may choose an action card from your hand. If the cost printed on it is...
...4$: Play it twice.
...3$: Play it three times.
...2$: Play it four times.

Philanthropist – NoMoreFun
Action - $4
+1 Card
+1 Action
Name a treasure card. Gain a copy, putting it in your hand if it's a copper, on top of your deck if it's a silver, and on the bottom otherwise. Each other player also gains a copy.

Scribe – Events – NoMoreFun
Action - $4
+$2
Set aside an event face down onto your Scribe Mat
---
In games using this, at the start of your turn, you may resolve an Event from your Scribe mat. You may look at the cards on your mat at any time.

Revolutionary – NoMoreFun
Action - $4
Reveal your hand. The player to your left may select any number of the cards for you to discard.
Draw until you have 8 cards in hand.

Beauty – NoMoreFun
Action - $4
Discard any number of cards from your hand. Reveal that many cards from the top of your deck, and either trash them or put them back.
---
When you reveal this, gain a Silver
(Note: Same rules as opportunist)

Rear Admiral – NoMoreFun
Action/Attack - $4
+3 Cards
Each player (including you) with 5 or more cards in hand puts a card from his hand anywhere in his deck.

Repair – NoMoreFun
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $5 more.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card.

Barge – NoMoreFun – winner
Action/Duration - $4
Put your deck in your discard pile
Now and at the start of your next turn:
+$1, +2 Buys
---
While this is in play, when you gain a card, you may trash a card from your hand.

Serf – NoMoreFun
Action/Victory - $4
Worth 1VP
---
+1 Action, +$1
Reveal cards from your deck until you reveal a victory card. Put it in your hand, and discard the other revealed cards.

Tower – NoMoreFun
Victory/Single - $4
When you would gain this, instead, move a Tower token to any Kingdom supply pile. Cards are worth 1VP per Tower token on the supply pile
---
Setup: Place all 3 Tower Tokens on the Tower card.

Oppressor – NoMoreFun
Action/Attack - $4
Look at the top 5 cards of your deck. Put one in your hand, and discard the others.
Each other player reveals the top card of his deck, and gains a Cell from the Cell pile if it is any other card, putting it on top of his deck.


Cell
Action - $0*
Discard any number of cards from your hand. +1 Action for each card you discard this way. Trash this.
---
When you trash this, return it to the Cell Pile
(This card is not in the supply)


Remake – Eistee
Action - $4
Trash a card from your Hand. If you do, choose one:
Gain an Action card costing exactly (1)
more than it, putting it on top of your
deck; or gain a Silver.

Coven – Eistee
Action-Attack - $4
+3 Cards
Reveal and discard three cards from
your hand. If you discarded three
differently named cards this way: Each
other player gains a Curse.

Rival Village – Wrclass
Action - $4
+1 Card
+2 Actions
Each other player may reveal a Rival Village from their hand. If no one did, +$1.

Extend – Wrclass
Action - $4+
+2 Cards
Trash a card from your hand. Gain a card costing exactly $1 more.
When you buy this, you may overpay for it. If you do, trash a card from your hand. Gain a card with a cost equal to that of the trashed card plus the amount you overpaid.

Hooligans – Saucery
Action-Attack - $4
+$2
Each other player reveals a card from their hand (unless they have 4 or less cards). Choose whether they place it on top of their deck or discard it.

Goodwill – Saucery
Treasure - $4
+$1
While this is in play, when you buy a Card, gain a coin token.

Fruit Merchant – Saucery
Action - $4
Gain a coin token. You may discard up to two cards. +1 Coin Token per card discarded.

City Planner – Saucery
Action - $4
+2 Cards
+1 Action
Discard a card.
When you buy this card, you may overpay for it. If you overpaid by $2 or more, set aside a Victory card from your hand, returning it to your deck at the end of the game.

Mulching Machine – Saucery
Action-Reaction - $4
+1 card
Choose one: +1 action, or trash a card from your hand and gain a coin token.
When you gain a card, you may discard this card. If you do, trash the gained card and gain a coin token.
When you buy this card, you may overpay for it. If you overpaid by $3 or more, trash any number of cards from your hand. Gain coin tokens equal to the number of cards trashed.

Opera House - sylas
Action - $4
+2 Cards
Each player (including you) may trash a Treasure from his hand. If he does, he draws a card.
If another player trashes a card this way, +$2.

Uptown – Geronimo Rex
Action - $4
+2 Action
Trash a card from your hand.
------
While in play, the cost of any card being trashed is increased by $1; +1 card when a card is trashed.

Artisans Guild – eHalcyon
Action - $4
+1 Buy
+$1
Move your Artisan token to any other Supply pile.
-----
Setup: At the beginning of the game, each player places their Artisan token on the Curse pile.  When a card is bought, any player with their Artisan token on that pile takes a coin token.

Cards costing $4P:

Aqua Vitae – eHalcyon - winner
Action - $4P
+1 Card
+1 Action
Copper and Potion each produce an extra $1 this turn.

Retort – Kirian - winner
Action - $4P
+3 Cards
+1 Action
Discard a card.  If it is a Potion, +1 Action.

Cards costing $5:

Barracks – LastFootnote
Action - $5
+1 Action.
Choose one: gain 2 Conscripts from the Conscripts pile; or reveal cards from your deck until you reveal an Attack card, put that Attack card into your hand, and discard the other revealed cards.


Conscripts – LastFootnote
Action-Attack - $0*
Return this to the Conscripts pile. Gain a Gold. Each other player gains a Curse. You may play an Attack card from your hand.
This card is not in the supply.


Exchange – LastFootnote
Action - $5
+2 Actions.
Trash this.
Trash 2 cards from your hand; for each one, gain a card costing exactly $2 more than it, putting the gained card into your hand.

Inventor – LastFootnote
Action - $5
Choose one:
+3 Cards and +1 Buy;
or +1 Action and put this anywhere in your deck.

Tax Collector – LastFootnote
Action-Attack - $5
+$2.
Each other player with at least 5 cards in hand reveals a card from his hand other than a Copper (or reveals a hand of all Copper). He discards it or puts it onto his deck, your choice.

Fund – LastFootnote
Treasure - $5
$2
When you play this, you may trash it. If you do, +1 Buy and gain a Silver, putting it into your hand.

Museum – Captain Frisk – winner
Victory - $5
Worth 1 VP for each set of Copper, Silver, and Gold in your deck.

Gatherer – andwilk – winner
Action - $5
Name two cards.  Reveal cards from your deck until you have revealed two cards that you did not name.  Place those two cards into your hand and discard the rest.

Garrison – Drab Emordnilap – winner
Action-Attack - $5
+3 Cards
Each player (including you) with 4 or more cards in hand puts a card from his hand on top of his deck.

Town Crier – Events – NoMoreFun
Action - $5
+$3
Resolve an Event

Rival Markets – NoMoreFun
Action - $5
+2 Cards
+2 Actions
+2 Buys
+$2
Return this to the supply

Vendor – NoMoreFun
Single - $5
When you would gain this, instead, gain 3 cards other than Singles with a total cost of up to $7.

Patrol – NoMoreFun
Single - $5
When you would gain this, instead, gain a cheaper card, and each other player reveals the bottom card of his deck, gaining a Cell from the Cell pile if it is any other card. Each player puts any cards gained this way on the bottom of his deck.


Cell
Action - $0*
Discard any number of cards from your hand. +1 Action for each card you discard this way. Trash this.
---
When you trash this, return it to the Cell Pile
(This card is not in the supply)


Recruiter – NoMoreFun
Single - $5
When you would gain this, instead, gain 2 cheaper Action cards, setting them aside on your Recruiter mat.
---
During your turn, you may play cards from your Recruiter mat instead of from your hand. If you do, trash the card.

Enchanter – NoMoreFun
Single - $5
When you would gain this, instead, move the Hex token to any Action card’s supply pile.
---
When you play a card, if you have no actions remaining, each other player gains a Curse per Hex token on the pile.

Cargo – NoMoreFun
Treasure - $5
Worth $1
When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
---
When you trash this, gain a Coppers, putting it in your hand.

Escape Artist – NoMoreFun
Action/Attack - $5
+2 Cards
+1 Action
Each player (including you) may reveal a Cell from his hand. If he doesn’t, he gains a Cell from the Cell pile, putting it in his hand.


Cell
Action - $0*
Discard any number of cards from your hand. +1 Action for each card you discard this way. Trash this.
---
When you trash this, return it to the Cell Pile
(This card is not in the supply)


Conqueror – NoMoreFun
Action - $5
Gain 2 cards with a total cost of up to $7
Each player (including you) looks through his discard pile and reveals a card. He either trashes it or puts it on top of his deck.

Debasement – Diving Pikachu
Action-Attack - $5
+$2
Each other player reveals a treasure from his hand costing from $2 to $5, and puts it on his deck (or reveals a hand with no such cards).
Each other player gains a Copper. If he has no more then 5 cards in hand, he puts it in his hand.

Amulet – Kirian – winner
Treasure - $5
$3
When you play this, each other player may trash a card from his hand.

Windmill – Wrclass
Treasure - $5
$1
Trash a card you have in play other than this. Gain a card costing exactly $1 more.

Harbour – Wrclass
Action-Duration - $5
Now and at the start of your next turn: Choose two: +1 Card, +1 Action, +1 Buy or +$1. (the choices must be different)

Junkyard – Wrclass
Action - $5
+3 Cards
+1 Buy
Each player may trash a card from his hand.

Crystal Ball – eHalcyon – winner
Treasure-Reaction - $5
$2
When you play this, reveal the top card of your deck and either discard it or put it back.
--
When you discard this other than from play, you may reveal it and set it aside. At the start of your next Buy phase, play this card.

Harbinger – eHalcyon – winner
Action - $5
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.

Recruiter – yuma – winner
Action-Attack - $5
Choose one: +1 Action and gain an Attack card from the supply; or all other players gain a Curse card.
--
If you have played 2 or more Attack cards this turn (counting this): +$1.

Thanksgiving – Tdog – winner
Action - $5
Trash this card.
Gain two cards costing up to a total of 7. Put the cards on your deck.

Archivist – rinkworks – winner
Action - $5
+1 Action
Choose one:  Draw up to 6 cards in hand; or +$1 and discard one or more cards from your hand.

Molecule Splitter - mail-mi
Action - $5
+1 action
You may trash a card costing $4 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply.

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply.


Philosophers – Eistee
Action - $5
+2 Cards
Gain a card costing less than this.
If it was a Curse: +1 Card, +1 Action, +1 Buy, + $1.

Ghost Town – Eistee
Action - $5
+1 Card
+2 Actions
Trash a card from your hand.
If it was a card costing 3 or more: +1 Card, +1 Action.

Sacred Cavern – Eistee
Action - $5
Trash a card from your Hand.
If you do: +4 Cards, +1 Buy.
Each other player may trash a card
from his hand.

Golden Touch – eHalcyon / jackelfrink
Action - $5
Reveal the top 2 cards of your deck.  If you reveal a Golden Touch, trash it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
Otherwise, the player to your left chooses one of the revealed cards for you to trash and you gain a Gold, putting it and the remaining card on top of your deck in an order you choose.

Hunter – eHalcyon / RTT
Action - $5
+4 cards
Reveal 2 cards.  The player to your left chooses 1 that you put on top of your deck.  Discard the other one.

Toll Bridge - eHalcyon
Action - $5
+2 Buys
+$4
All cards cost $1 more this turn.

Plantation – Saucery
Action - $5
+1 card, +1 action
Gain 1 coin token. For every coin token played this turn, Plantation costs $1 less.

Charter – Asper
Treasure-Attack-Looter - $5
$2
When you play this, each other player takes a Ruins, putting it in his hand.

Dragon – Asper
Action – Attack - $5
+3 Cards
Each other player reveals his hand and either discards one card of his choice or his entire hand, your choice. He then draws the same number of cards he discarded.

Town Hall - Asper
Action-Victory - $5+
+1 Card
+1 Action
----
1 VP
----
When you buy this, you may overpay. +1 VP per 1$ you overpaid.

Temple - Asper
Action-Victory - $5
Trash up to three cards from your hand. +1 Card per card trashed this way.
----
Value 1 VP per 5 cards in the trash per player at the end of the game (rounded down).

Haunted Village - Gary55
Action-Attack - $5
+1 Card
+2 Actions
If this is the first time you played a Haunted Village this turn, each other player gains a Curse card.

Cards costing $6:

Industry – NoMoreFun
Action - $6
+4 cards
Discard any number of cards. Gain a card that isn’t a Victory card costing up to a cost equal to the number of cards you discarded this way.

Whittler – NoMoreFun
Action - $6
+1 Card
+1 Action
Trash a card from your hand. If you did, repeat the following steps until you fail to gain a card:
Gain an action card costing less than the card you just trashed with Whittler. Play it. Trash it.

Foundry - Jeebus
Action - $6
+3 Cards
+$2
Each other player may discard a card. If he does, he draws a card.

Vampire - Asper
Action - $6
+2 Cards
+1 Action
+$1
Each other player may reveal a Silver from his hand. If any player does, gain a Curse.

Clearance - Asper
Action - $6
+$2
+1 Buy
----
When you buy this, gain a Duchy and an Estate and trash a Province from the supply.


Farmers Market – Jack Rudd – winner
Action - $6
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Canal – Polk5440 – winner
Victory - $6
If the Province or Colony supply pile is empty (if it was available), then this is worth 4 VP. Otherwise, this is worth 2 VP.
--
During your Buy phase, if two supply piles are empty, then this costs $3 less (but not less than $0).

Supremacy – Eistee
Victory - $6+
4 VP
----
When you buy this, you may overpay for it. If you do, gain an Estate for every $1 you overpaid.

Commander – Eistee
Victory - $6
2 VP
When you buy this: Gain a Reinforcement card, putting it on top of your deck.
---
Setup: Add an extra Kingdom card pile to the supply costing $5. Cards from that pile are Reinforcement cards. Reinforcement cards cannot be bought.

Botanical Gardens – Saucery
Victory - $6
4 VP
When you buy this card, you may overpay for it. Gain another Botanical Gardens per $3 you overpaid.

Enchanted Forest - Asper
Victory - $7
4 VP
----
In games using this, you may reveal your hand at the start of your buy phase. During that buy phase, this costs $2 less per Curse revealed this way, but never less than $0.

Rental - Asper
Victory - $7
Worth 1 VP per VP Token on your Rental Mat at the end of the game.
----
When you gain this, set it aside. Gain two Coppers and shuffle them and this into your deck.
----
Setup: Each player puts 7 VP Tokens on his Rental Mat. Whenever a player trashes a card, remove a VP Token from his Rental Mat.


Cattle Tokens – Saucery
Token Rules:
- 2 Cattle tokens may be cashed in during your action phase for +1 card, +1 action.
- Tokens last until cashed in, and are worth nothing if the game ends.
- Tokens cannot be played while actions or other effects are resolving.


Shepherd – Cattle Tokens – Saucery
Action - $4
+2 Cards
Gain a Cattle token.
When you buy this card, you may overpay for it. If you overpaid by $2 or more, gain 2 Cattle tokens.

Cattle Farm – Cattle Tokens – Saucery
Action - $5
Gain 3 Cattle tokens. Look at the top card of your deck. Discard it or put it back.

Rancher – Cattle Tokens – Saucery
Action - $6
+3 cards
You may reveal a victory card from your hand. If you do, either gain a cattle token or +1 buy.
When you buy this card, gain an action card costing up to twice the number of cards in your hand.


Neutral Cards – Saucery
Neutral Card Rules:
- Neutral Cards are unique cards which remain in the supply permanently and affect all players. In games where Neutral cards are enabled, randomly select one of them and add it to the supply.
- 'Neutral - Active' means the card's ability can be activated by any player once per turn (during their action phase).
- Activating a neutral card is similar to playing an action, but does not count as an action played and doesn't require actions to be used.


Fertile Ground - Neutral
If this card is in the game, Victory cards are worth 1 more VP but cost $1 more.

Environmental Degradation - Neutral
If there is 1 empty supply pile, Cards with the same name can only be played 3 times per turn.
If there are 2 empty supply piles, Cards with the same name can only be played 2 times per turn.

Out of Season - Neutral
At the start of the game, each player (in turn order) places an Out of Season marker on top of any supply pile.
Cards from those supply piles cost $1 more for the remainder of the game (effect stacks).

Archipelago - Neutral
When a player plays an attack card, he may discard a card. If he does not, other players are unaffected by the attack.

Prismatic Jewel – Neutral
Victory
Worth 4 VP
At the end of the game, the player with the highest number of different card types in their deck gains the Prismatic Jewel. If more than one player satisfies this condition, no player gains it.

Pawn Shop – Neutral
Action
You may return a card from your hand to the supply. If you do, gain a card costing up to the same value which shares a card type with it. Put it in your hand.

Wandering Merchant – Neutral
Action
Discard two action or treasure cards. Choose one: Gain an action card costing up to $4, OR trash a card from your hand and gain a card costing up to $1 more, OR +1 buy.

Mercenary – Neutral
Action
Trash a treasure other than Copper. Choose one: Look at each player's hand and choose a card. They discard that card (unless they have four or less cards in hand) OR Each other player gains a curse, putting it into their hand.

Travelling Circus – Neutral
Action
Choose one: All players pass a card to the player on their left, OR All players may discard a card and draw a card, OR All players may look at the bottom card of their deck and can discard it or put it back.


Spell Cards - jamespotter

Growth Spell 0*
Action-Spell
+1 action
Gain a card costing up to $6
Return this card to the bottom of the Spell pile.

Reduction Spell 0*
Action-Spell
+1 action
All cards cost $2 less this turn, but not less than $0
Return this card to the bottom of the Spell pile.

Transformation Spell 0*
Action-Spell
+1 card
+2 actions
Trash a card from your hand. Gain a card of the same cost, putting it into your hand.
Return this card to the bottom of the Spell pile.

Levitation Spell 0*
Action-Duration-Spell
+3 cards
Set aside any number of cards from your hand.
At the start of your next turn, +1 action, put all cards set aside this way into your hand, and return this card to the bottom of the Spell pile.

Invisibility Spell 0*
Action-Spell
+1 card
+1 action
Trash up to 3 cards from your hand. +1 card per card you trashed.
Return this card to the bottom of the Spell pile.


Events: (look here if the card has the tag “events”) - NoMoreFun

Bring Out Your Dead!:
Each player may trash a card from his hand.

Meeting!:
Each player draws a card

Silver Rush!:
Each player gains a Silver

Excavation!:
Each player may discard any number of cards from his hand. +1 card for each card he discarded this way.

Exhibit!:
Each player may look through his discard pile, and put a card from it on top of his deck.

Forecast!:
Each player looks at the top 5 cards of his deck, and either discards them all or puts them back.

Alms!:
Each player gains a copper, putting it in his hand.

Riots!:
Each player reveals the top 3 cards of his deck, discards the actions and treasures and puts the other cards back in any order

Inquisition!:
Each player may discard 2 cards from his hand. If he doesn't, he gains a Curse, putting it in his hand

Inspection!:
Each player puts a Victory or Curse card on top of his deck (or reveals a hand with no such cards).


Trinkets: - NoMoreFun
Rules:
Trinkets: Pick a random card from the 10 Kingdoms you picked. If it is from this expansion, replace one of your starting coppers with one Trinket. You get to choose which Trinket you get in reverse player order.

Bell
Action/Trinket - $0*
+2 Actions
+$1

Chain
Treasure/Trinket - $0*
Worth $0
---
While this is in play, cards cost $1 less (to a minimum of $0)

Dagger
Treasure/Reaction/Trinket - $0*
Worth $1
When another player plays an attack card, you may trash this from your hand. If you do, you are unaffected by the attack.

Locket
Treasure/Victory/Trinket - $0*
Worth 1VP for each name of a treasure you have in your deck other than Gold, Silver or Copper.
---
Worth $1

Rare Coin
Treasure/Trinket – $4*
Worth $1

Sigil
Treasure/Victory/Trinket - $0*
Worth $1, +$2 for each empty supply pile
« Last Edit: September 04, 2013, 10:50:28 am by XerxesPraelor »
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eHalcyon

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Re: Giant Card Compendium!
« Reply #1 on: August 30, 2013, 02:45:46 pm »
0

How far back did you go with this?  I'm sure that this is not a complete compendium of everything in the Fan Cards forum.  It's interesting that I think you've taken some cards from comments in various threads.  For example, you have a card named "Toll Bridge" by me.  I don't think I ever posted a thread for that; maybe it was a non-winning submission in the contest, or more likely it was a suggestion in a discussion about cost increasers.

You attributed some cards to multiple creators.  I don't think the two attributed to someone/eHalcyon should include me; those were just suggestions on how to tweak their concepts.  They are still the creators. :)
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Wrclass

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Re: Giant Card Compendium!
« Reply #2 on: August 30, 2013, 09:53:48 pm »
0

This is amazing!
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XerxesPraelor

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Re: Giant Card Compendium!
« Reply #3 on: August 31, 2013, 01:37:07 am »
+1

How far back did you go with this?  I'm sure that this is not a complete compendium of everything in the Fan Cards forum.  It's interesting that I think you've taken some cards from comments in various threads.  For example, you have a card named "Toll Bridge" by me.  I don't think I ever posted a thread for that; maybe it was a non-winning submission in the contest, or more likely it was a suggestion in a discussion about cost increasers.

You attributed some cards to multiple creators.  I don't think the two attributed to someone/eHalcyon should include me; those were just suggestions on how to tweak their concepts.  They are still the creators. :)

Definately not everything; that would take weeks. I wasn't sure whether to have you on some, so I erred on the side of caution, but since you're okay with it, I'll change that. One thing that's really annoying is that there are no hide things on this forum. I'd have really liked to separate them properly so you could get to the 5-cost ones without going through practically everything.
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Re: Giant Card Compendium!
« Reply #4 on: August 31, 2013, 01:43:03 am »
0

Although, one that I posted recently isn't on here...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

XerxesPraelor

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Re: Giant Card Compendium!
« Reply #5 on: August 31, 2013, 02:24:02 pm »
0

If you can link it to me, I'll fix that. I was somewhat arbitrary in what I included. (I didn't want lots of thought experiments or broken card, but I couldn't come up with a way to tell.
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Re: Giant Card Compendium!
« Reply #6 on: August 31, 2013, 04:58:49 pm »
0

If you can link it to me, I'll fix that. I was somewhat arbitrary in what I included. (I didn't want lots of thought experiments or broken card, but I couldn't come up with a way to tell.

I'll just post it here (there are actually a bajillion fan cards with this name that has a similar effect):

Metropolis
$6 Action
+2 Cards
+2 Actions
-----
You may not gain this if you have any Metropolises in play.


Now, in the main thread, that last line has caused some confusion, but I think it's fine...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Wrclass

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Re: Giant Card Compendium!
« Reply #7 on: September 04, 2013, 09:10:52 am »
0

Are you planning to include all the cards that were just submitted in the mini set design contest?
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XerxesPraelor

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Re: Giant Card Compendium!
« Reply #8 on: September 04, 2013, 10:24:07 am »
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No, probably the top 10 though.
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Re: Giant Card Compendium!
« Reply #9 on: September 04, 2013, 10:28:01 am »
0

Very cool :)
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eHalcyon

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Re: Giant Card Compendium!
« Reply #10 on: September 04, 2013, 12:04:25 pm »
+1

Perhaps a better way to do this would be to just link the big threads (contest set card list, may individual contest results, all the posted expansions) and then only collect individual cards here.  But it would still be nice to link to their original threads, so people can see discussion for the cards that interest them.
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XerxesPraelor

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Re: Giant Card Compendium!
« Reply #11 on: September 04, 2013, 12:09:19 pm »
0

Perhaps a better way to do this would be to just link the big threads (contest set card list, may individual contest results, all the posted expansions) and then only collect individual cards here.  But it would still be nice to link to their original threads, so people can see discussion for the cards that interest them.

I'll do that in a bit. Great Idea. I still want one thread for cards, though. It makes it much easier to find any one particular card and to compare the fan cards to eachother.
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