All the Allies cards are up on dominion.games! The rulebook will come out uh soon. Anyways, here are all the new cards:
Kingdom cards
Sycophant
$2; Action-Liaison
+1 Action
Discard 3 cards. If you discarded at least one, +$3.
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When you gain or trash this, +2 Favors.
Sentinel
$3; Action
Look at the top 5 cards of your deck. You may trash up to 2 of them. Put the rest back in any order.
Carpenter
$4; Action
If no Supply piles are empty, +1 Action and gain a card costing up to $4. Otherwise, trash a card from your hand and gain a card costing up to $2 more than it.
Innkeeper
$4; Action
+1 Action
Choose one: +1 Card; or +3 Cards, then discard 3 cards; or +5 Cards, then discard 6 cards.
Barbarian
$5; Action-Attack
+$2
Each other player trashes the top card of their deck. If it costs $3 or more they gain a cheaper card sharing a type with it; otherwise they gain a Curse.
Capital City
$5; Action
+1 Card
+2 Actions
You may discard 2 cards for +$2. You may pay $2 for +2 Cards.
Contract
$5; Treasure-Duration-Liaison
+$2
+1 Favor
You may set aside an Action from your hand to play it at the start of your next turn.
Emissary
$5; Action-Liaison
+3 Cards
If this made you shuffle (at least one card), +1 Action and +2 Favors.
Galleria
$5; Action
+$3
This turn, when you gain a card costing $3 or $4; +1 Buy.
Guildmaster
$5; Action-Liaison
+$3
This turn, when you gain a card, +1 Favor.
Specialist
$5; Action
You may play an Action or Treasure from your hand. Choose one: play it again; or gain a copy of it.
Marquis
$6; Action
+1 Buy
+1 Card per card in your hand. Discard down to 10 cards in hand.
Split piles
Clashes
Battle Plan
$3; Action-Clash
+1 Card
+1 Action
You may reveal an Attack card from your hand for +1 Card. You may rotate any Supply pile.
Archer
$4; Action-Attack-Clash
+$2
Each other player with 5 or more cards in hand reveals all but one, and discards one of those you choose.
Warlord
$5; Action-Duration-Attack-Clash
+1 Action
At the start of your next turn, +2 Cards. Until then, other players can't play an Action from their hand that they have 2 or more copies of in play.
Territory
$6; Victory-Clash
Worth 1VP per differently named Victory card you have.
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When you gain this, gain a Gold per empty Supply pile.
Forts
Tent
$3; Action-Fort
+$2
You may rotate the Forts.
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When you discard this from play, you may put it onto your deck.
Garrison
$4; Action-Duration-Fort
This turn, when you gain a card, add a token here. At the start of your next turn, remove them for +1 Card each.
Hill Fort
$5; Action-Fort
Gain a card costing up to $4. Choose one: put it into your hand; or +1 Card and +1 Action.
Stronghold
$6; Action-Duration-Victory-Fort
Choose one: +$3; or at the start of your next turn, +3 Cards.
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2VP
Allies
Circle of Witches
Ally
After you play a Liaison, you may spend 3 Favors to have each other player gain a Curse.
Desert Guides
Ally
At the start of your turn, you may spend a Favor to discard your hand and draw 5 cards. Repeat as desired.
Fellowship of Scribes
Ally
After playing an Action, if you have 4 or fewer cards in hand, you may spend a Favor for +1 Card.
Forest Dwellers
Ally
At the start of your turn, you may spend a Favor to look at the top 3 cards of your deck, discard any number and put the rest back in any order.
League of Shopkeepers
Ally
After you play a Liaison, if you have 5 or more Favors, +$1, and if you have 10 or more, +1 Action and +1 Buy.
Market Towns
Ally
At the start of your Buy phase, you may spend a Favor to play an Action card from your hand. Repeat as desired.
Mountain Folk
Ally
At the start of your turn, you may spend 5 Favors for +3 Cards.
Order of Astrologers
Ally
When shuffling, you may pick one card per Favor you spend to go on top.
Trappers' Lodge
Ally
When you gain a card, you may spend a Favor to put it onto your deck.
Woodworkers' Guild
At the start of your Buy phase, you may spend a Favor to trash an Action card from your hand. If you did, gain an Action card.