With new copies of Seaside, Prosperity, and Hinterlands printed recently, some cards have new wordings. Mostly they are non-functional changes.
Functional changes:
- Trader's reaction is now a when-gain rather than a when-would-gain; in most situations this isn't different, but it simplifies some confusing situations. This means that now any when-gain abilities of the gained card will still work, even if you exchange it for a Silver.
- Oracle now says +2 Cards again, rather than "draw 2 cards." This change is to have Way of the Chameleon interact with new copies in the same way that it does with most printed copies, and was already in the online version.
- Embargo has now been printed with the errata it has had for a while.
Cosmetic changes:
- Treasures no longer will say "when you play this" on such abilities; they just say what they do when played. Changed cards: Bank, Contraband, Loan, Venture, Ill-Gotten Gains.
- Treasures no longer say they're "worth" a certain amount; instead they use "+$" like non-Treasures. Changed cards: Bank, Fool's Gold.
- Some "while this is in play" abilities now say "while you have this in play" to be clearer. Changed cards: Lighthouse, Goons, Hoard, Royal Seal, Talisman, Haggler.
- I continue to drop "not less than $0" from cards that lower costs. Changed cards: Quarry, Peddler, Highway.
- Peddler has been rephrased for clarity.
- Noble Brigand has been rephrased so that it has a dividing line before the when-buy ability. To get the text to fit on the card, it says "do its attack"; this means, do the above-the-line part except for the +$1.
There are other cards that will eventually get some of these general changes (e.g., Relic will no longer say "when you play this"), but they haven't been printed yet.
Full texts of changed cards:
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Seaside:
Embargo: Action, $2
+$2
Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Lighthouse: Action - Duration, $2
+1 Action
Now and at the start of your next turn, +$1.
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While you have this in play, when another player plays an Attack card, it doesn't affect you.
Prosperity:
Bank: Treasure, $7, worth $?
+$1 per Treasure card you have in play (counting this).
Contraband: Treasure, $5, worth $3
$3 [big coin]
+1 Buy
The player to your left names a card. You can’t buy that card this turn.
Goons: Action - Attack, $6
+1 Buy
+$2
Each other player discards down to 3 cards in hand.
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While you have this in play, when you buy a card, +1VP.
Hoard: Treasure, $6, worth $2
$2 [big coin]
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While you have this in play, when you buy a Victory card, gain a Gold.
Loan: Treasure, $3, worth $1
$1 [big coin]
Reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Peddler: Action, $8*
+1 Card
+1 Action
+$1
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During a player's Buy phase, this costs $2 less per Action card they have in play.
Quarry: Treasure, $4, worth $1
$1 [big coin]
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While this is in play, Action cards cost $2 less.
Royal Seal: Treasure, $5, worth $2
$2 [big coin]
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While you have this in play, when you gain a card, you may put that card onto your deck.
Talisman: Treasure, $4, worth $1
$1 [big coin]
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While you have this in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
Venture: Treasure, $5, worth $1
$1 [big coin]
Reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.
Hinterlands:
Fool's Gold: Treasure - Reaction, $2, worth $?
If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.
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When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.
Haggler: Action, $5
+$2
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While you have this in play, when you buy a card, gain a cheaper non-Victory card.
Highway: Action, $5
+1 Card
+1 Action
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While this is in play, cards cost $1 less.
Ill-Gotten Gains: Treasure, $5, worth $1
$1 [big coin]
You may gain a Copper to your hand.
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When you gain this, each other player gains a Curse.
Noble Brigand: Action - Attack, $4
+$1
Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.
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When you buy this, do its attack.
Oracle: Action - Attack, $3
Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice (they choose the order). Then, +2 Cards.
Trader: Action - Reaction, $4
Trash a card from your hand. Gain a Silver per $1 it costs.
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When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.
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Someone is thinking, hey those treasures say "worth," what gives. That's just how my text versions indicate what goes in the upper corners of the Treasure cards; it's not a word in the card texts.
Edit: Other recent new wordings, so they're in one place.
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Adventures:
Inheritance: Event, $7
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")
Coin of the Realm: Treasure - Reserve, $2, worth $1
$1 [big coin]
Put this on your Tavern mat.
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After you play an Action card, you may call this, for +2 Actions.
Royal Carriage: Action - Reserve, $5
+1 Action
Put this on your Tavern mat.
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After you play an Action card, if it's still in play, you may call this, to replay that Action.
Treasure Trove: Treasure, $5, worth $2
$2 [big coin]
Gain a Gold and a Copper.
Relic: Treasure - Attack, $5, worth $2
$2 [big coin]
Each other player puts their -1 Card token on their deck.
Bridge Troll: Action - Attack - Duration, $5
Each other player takes their -$1 token.
Now and at the start of your next turn: +1 Buy.
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While you have this in play, cards cost $1 less on your turns.
Artificer: Action, $5
+1 Card
+1 Action
+$1
Discard any number of cards. You may gain a card onto your deck, costing exactly $1 per card discarded.
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Empires:
Charm: Treasure, $5, worth $?
Choose one: +1 Buy and +$2; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.
Farmers' Market: Action - Gathering, $3
+1 Buy
If there are 4VP or more on the Farmers' Market pile, take them and trash this. Otherwise, add 1VP to the pile and then +$1 per 1VP on the pile.
Groundskeeper: Action, $5
+1 Card
+1 Action
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While you have this is in play, when you gain a Victory card, +1VP.
Overlord: Action - Command, [8D]
Play a non-Command Action card from the Supply costing up to $5, leaving it there.
Sacrifice: Action, $4
Trash a card from your hand. If it's an...
Action card, +2 Cards and +2 Actions
Treasure card, +$2
Victory card, +2VP
Temple: Action - Gathering, $4
+1VP
Trash from 1 to 3 differently named cards from your hand. Add 1VP to the Temple pile.
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When you gain this, take the VP from the Temple pile.
Wild Hunt: Action - Gathering, $5
Choose one: +3 Cards and add 1VP to the Wild Hunt pile; or gain an Estate, and if you do, take the VP from the pile.
Rocks: Treasure, $4, worth $1
$1 [big coin]
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"When you gain or trash this: If it's your Buy phase, gain a Silver onto your deck, otherwise gain a Silver to your hand.
Fortune: Treasure, $8[8D]
+1 Buy
Double your $ if you haven't yet this turn.
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When you gain this, gain a Gold per Gladiator you have in play.
Opulent Castle: Action - Victory - Castle, $7
Discard any number of Victory cards, revealed. +$2 per card discarded.
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3VP [big shield]
Donate: Event, [8D]
At end of turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.
Mountain Pass: Landmark
When you are the first player to gain a Province, at end of turn, each player bids once, up to 40D, ending with you. High bidder gets +8VP and takes the D they bid.
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Nocturne:
Tracker: Action - Fate, $2
+$1
Receive a Boon.
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While you have this in play, when you gain a card, you may put that card onto your deck.
[Heirloom: Pouch]
Fool: Action - Fate, $3
If you aren't the player with Lost in the Woods: take it, take 3 Boons, and receive the Boons in any order.
[Heirloom: Lucky Coin]
Leprechaun: Action - Doom, $3
Gain a Gold. If you have exactly 7 cards in play, gain a Wish. Otherwise, receive a Hex.
Devil's Workshop: Night, $4
If the number of cards you've gained this turn is:
2+, gain an Imp;
1, gain a card costing up to $4;
0, gain a Gold.
Necromancer: Action, $4
Choose a face up, non-Duration Action card in the trash. Turn it face down for the turn, and play it, leaving it there.
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Setup: Put the 3 Zombies into the trash.
Idol: Treasure - Attack - Fate, $5, worth $2
$2 [big coin]
If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse.
Tormentor: Action - Attack - Doom, $5
+$2
If you have no other cards in play, gain an Imp. Otherwise, each other player receives the next Hex.
Cursed Gold: Treasure - Heirloom, $4, worth $3
$3 [big coin]
Gain a Curse.
Goat: Treasure - Heirloom, $2, worth $1
You may trash a card from your hand.
Haunted Mirror: Treasure, $0, worth $1
$1 [big coin]
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When you trash this, you may discard an Action card to gain a Ghost.
Lucky Coin: Treasure - Heirloom, $4, worth $1
$1 [big coin]
Gain a Silver.
Magic Lamp: Treasure - Heirloom, $0, worth $1
$1 [big coin]
If there are at least 6 cards that you have exactly 1 copy of in play (counting this), trash this. If you did, gain 3 Wishes.
The Swamp's Gift: Boon
Gain a Will-o'-Wisp.
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Alchemy:
Philosopher's Stone: Treasure, $3[potion], worth $?
Count your deck and discard pile. +$1 per 5 cards total between them (round down).
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Renaissance:
Citadel: Project
The first time you play an Action card during each of your turns, play it twice instead.
Innovation: Project
The first time you gain an Action card during each of your turns, you may play it.
Inventor: Action, $4
Gain a card costing up to $4, then cards cost $1 less this turn.
Canal: Project
During your turns, cards cost $1 less.
Scepter: Treasure, $5, worth $?
Choose one: +$2; or replay an Action card you played this turn that's still in play.
Exploration: Project
At the end of your Buy phase, if you didn't buy any cards during it, +1 Coffers and +1 Villager.
Lantern: Artifact
Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)
Add to Star Chart FAQ:
You can also look at any cards about to be drawn, that aren't being shuffled, while deciding.
Add to Innovation FAQ:
Innovation can't play a card unless it can physically put it into play.
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