Introduction:Good news everyone! As Goko didn't go online after all and as I had some spare time to get rid of
I updated this topic with the current Iterations of all the cards. Besides that I added a small
rule section and FAQs for all the cards. If you just wanna know what changed, either look at those
fancy images or scroll to the end of this post. If there is demand for suggested Kingdoms using
this set, I can write down a few that were fun or had a bunch of neat interactions.
This expansion now houses 25 new Kingdom cards. As the clockwork name suggests, many of these cards
are enablers for alternative winning strategies, some are capable of shortening the game and some
are capable lengthening the game.
After getting a few ideas from some people I showed this set to, I partially do agree that some of the more complicated ones like Misfit can be simplified quite a bit without losing much of the basic idea behind them. However, due to human error while emigrating my personal data to another machine I lost all editable image files from this set. :<
Thus this set will stay as is. While it is only "semi-finished" it is definitely playable in this state and has a lot of neat interactions. (Troll has a wording error though and should say "Gain a Treasure card costing up to $1 more than the most expensive revealed Action card." in the middle part).
I'll most likely take a few of the "easy" cards that people who saw this set liked a lot (Galvanize, Polycephaly, Alpine Village and Sawmill) and put them into another one, maybe with slight changes. :]
In case you want the high resolution version of a specific card, just click it. All of the images
are either public domain, done by me, or public domain and edited by me.
Rules:There is only one "special" rulecase in this expansion. Clockwerk houses a special Curse card that is
called Blasphemy. Blasphemies are always used as an additional Kingdom pile when the card Accurst is
part of the Kingdom. They form an 11th pile (or 12th pile with Young Witch). The Blasphemy pile
contains 5 Blasphemy cards for a 2-player game, 7 for a 3-player game and 10 for a 4-player game.
Other than that it is a standard Supply pile. If the pile is empty, that counts towards a 3-pile ending.
If a third pile empties at any point in the game and one of the empty piles is the Blasphemy pile the
game is over after that turn, even if you fill up the Blasphemy pile again during that turn. This is a
standard rule that is explicitly stated in the Seaside rulebook, as the same thing can happen with
Ambassador. You can buy Blasphemy cards from the Supply.
Blasphemy cards have the type Action - Curse. This means they are Action cards as much as they are
Curse cards. They are not Curses though. A Curse is a Curse card too. Some cards in the game refer to
Curses, some refer to Curse cards. If a card (a.E. Mountebank) tells you to gain (or discard) a Curse,
you always gain (or discard) the standard Curse. However there are some cards in the game that refer
to Curse cards. Namely these are Witch, Torturer, Fortune Teller, Embargo, Sea Hag and Excorcist (from
this set). If one of these tells you to gain a Curse card, you can choose if you want to gain the
vanilla Curse or a Blasphemy. But as long as there are Curse cards in the game, you have to gain a Curse
card. You can not choose to take a Blasphemy when there are no Blasphemies left in the Supply but there
are Curses left in the Supply. You can not choose to skip either Curses or Blasphemies when you are
attacked by Fortune Teller.
Because Blasphemy itself has a lot of fun interactions with other cards, I suggest you randomly use it in
random Kingdoms (as one of the 10 random Supply piles), even when Accurst is not in the Kingdom. As
there are some games where having the Blasphemy is utterly useless (a.E. with no remodel variants, no
trash for benefit cards, etc.) I also suggest that you make a simple veto poll before every game where
it is in the Kingdom without Accurst. Simply ask each player if they want to have it in that Kingdom or
not, and if everyone agrees that they don't want to have it, replace it by another random card.
FAQ:Accurst: If this is part of the Kingdom, you will always use Blasphemy cards as an additional
Kingdom pile, so you have 11 Kingdom Piles (12 with Young Witch).
When you play this, you get +$2. Then you may choose to gain a Blasphemy from the Blasphemy pile. No matter
if you gained a Blasphemy or didn't, if the pile containing the Blasphmies is empty, you play an Action card
that costs $4 or less from the Supply and trash it after you played it. If you play a Duration card with this, you
will get the bonus in the next turn although you trashed the card and the Accurst will stay out until the end of
your next turn. (This is in the Seaside rules; using another card to play a Duration card will make the other card
stay out until the Clean-up of your next turn.) If you play Goons with this (by reducing the cost of the cards before
you play the Accurst) you do not get any VP chips for buying, as you have trashed the Goons directly after
playing and they are "not in play". This applies to all "while this is in play" clauses; playing a Highway
with Accurst will not net you the cost reduction, because as soon as you have finished playing that Highway
you have to trash it and cards in the trash are not in play anymore. If you play a Baldachin (a Duration card
from this set) with Accurst, you discard the Action you played with the Baldachin at the end of your turn,
because the Baldachin is not in play anymore. At no point do you gain the card that you play with Accurst. It
explicitly says "immediately
play a card from the Supply". You can not reveal a Watchtower and trash or
topdeck the card or reveal a Trader and gain a Silver as you do not gain it. You can not reveal a Carpenter (a
Reaction card from this set) and set the card aside.
After you finished resolving the Action card that you played with Accurst, each other player gains a Blasphemy
in turn order.
Playing an Action card from the Supply with Accurst does not use up one of your Actions (playing the Accurst does
use up one of your Actions though).
Alpine Village: The first part of this card works exactly like Village. After you drew the card,
you may discard 2 cards and draw another card. You only draw another card if you discarded exactly 2 cards. If
you discarded only 1 card because you only had 1 card in your hand, you do not draw another card.
Bakery: When you play a Bakery, it behaves exactly like a Laboratory. When you gain a Bakery (no
matter if you bought it or gained it through another card) you name a Victory card that is part of the Kingdom
and has its own Supply pile. If the Supply pile of the card you named has 5 or less cards in it, you put the
Bakery that you gained on top of your deck. If it has more than 5 cards in it, you put the Bakery under your
deck. You can only name Victory cards that are in the Kingdom, can be bought and have their own Supply pile.
You may not name Victory cards that cannot be bought or do not have their own Supply pile - you can not name
Overgrown Estates, Dame Josephine (from Dark ages) or a card that is in the Black Market deck. If the named
pile is empty, you put the Bakery on top of your deck. You can reveal a Watchtower to topdeck a Bakery that
you'd have to put below your deck. You can also reveal a Carpenter (a Reaction card from this set) to set a
Bakery aside that you'd have to topdeck or put below your deck. If you reveal a Trader you do not topdeck the
Silver or put it below your deck. As you do not gain a Bakery in that case, you do not even name a Victory card.
Baldachin: When you play a Baldachin, you may play an Action card from your hand. You will not use
up an additional Action for playing that card, just like with Throne Room. For a clearly arranged playing area,
please put the Action card you play onto the Baldachin card. During your Clean-up phase you do not discard the
Action card that you played with Baldachin, as long as the Baldachin is still in play. If you topdeck the
Baldachin with Scheme you still have to discard the Action card that you played with it, because the Baldachin
is not in play anymore. If you play a Baldachin twice with a Throne Room, all Actions cards you played with the
Baldachin stay in your playing area and are not discarded, because the "while this is in play" clause does not
specify that it only works for one card.
At the start of your next turn, you can choose whether to put the Baldachin or the Action card on it into your
hand and immediately discard the other one. If you played a Baldachin twice with the help of the Throne Room, you
choose twice. You may choose to do things that you can not complete. You can choose to put the Baldachin into
your hand, discard one of the Actions, and then choose to put the Baldachin into your hand again, discarding the
other Action. You may also choose to put one of the Actions into your hand, discarding the Baldachin, and putting
the Baldachin into your hand (which you can not do, as you have discarded it). You may also choose to simply put
both Actions into your hand, and discard the Baldachin.
Blasphemy: Blasphemy is a Curse card, but is not a Curse. Please read the rule section if you need
further information on this. If you use Blasphemies, no matter if you use them because Accurst is in the Kingdom
or because it was randomed, the Supply pile only contains 5/7/10 cards for 2/3/4 players.
When you play a Blasphemy, you put the card back into the Supply. Then you choose to either gain 3 Copper, gain
a Curse or or gain 2 Curses and trash up to 2 cards from your hand. You can choose options that you can not
complete, a.E. choosing to gain a Curse when Curses are empty or gaining 2 Curses and trashing two cards from
your hand when Curses are empty.
When you trash a Blasphemy, you gain a Curse and put the Blasphemy into your hand. When Curses are empty you do
not gain one, but you still put the Blasphemy into your hand. For example, you can buy 3 Farmlands and gain 3
Duchies by trashing the same Blasphemy three times within the same turn.
You can buy Blasphemys if you want to. If a card tells you to gain a Curse card (for example, Witch) and
Blasphemies are in the Supply, you may gain a Blasphemy instead of a Curse (unless there are no Blasphemies left).
But if a card tells you to gain a Curse, you have to gain a standard Curse. Blasphemy is a Curse card, but is not
a Curse. Curse is a Curse card too. Please read the rule section for further explanation.
When you reveal a Watchtower to trash a Blasphemy you are gaining, you put it into your hand and gain a Curse
(which you then can trash with your Watchtower).
Blasphmies are also Action cards. If you play a Golem and reveal a Blasphemy, you have to play the Blasphemy.
Carpenter: When you play a Carpenter, you may gain a copy of an Action card in your hand costing up
to $4. You may reveal another Carpenter from your hand as you gain this Action. You can not reveal the Carpenter
you played, as it is not in your hand anymore.
When you gain an Action card, you may reveal a Carpenter from your hand and set it aside with the Action card you
gained. At the start of your next turn you play both cards in any order. It does not matter if you gain the Action
card in your turn or in the turn of someone else through things like Swindler, Saboteur, Demodel or Accurst.
Playing the cards at the start of your next turn does not use up one of your Actions. If you reveal a Watchtower to
trash or topdeck the gained Action card you can still reveal the Carpenter and set the Carpenter aside, you can
however not set the Action card aside anymore in that case, as the Carpenter has lost track of it. If you do it the
other way around, you can not topdeck the Action card or trash it, as it has already been set aside by the Carpenter.
You may resolve things happening at the start of your turn in any order. For example, if you are gaining a Counting
House due to a Swindler attack and set aside Horse Traders and reveal a Carpenter to set it and the Counting House
aside, you can pick up the Horse Traders before you play the Carpenter so you are able to copy it with your Carpenter.
You can not play the Action card you gained, then resolve the Horse traders and then play the Carpenter. You have to
resolve both plays of the Carpenter one after another when you resolve the Carpenter.
When you set aside the Carpenter with a Duration card that you gained, the Carpenter will be discarded in the Clean-up
of the turn where you resolved its reaction part. It will not stay out with the Duration card, because you did not directly
play the Duration card with the Carpenter.
Copper Smelt: You have to resolve every Copper Smelt by itself. If you play two Copper Smelts, trash 3
Copper with the first one and no copper with the second one, you have to gain 3 Copper.
Demodel: After a player trashes a card, he gains any card (it can also be a Victory card or Curse card)
that you choose that is within the cost window. If a player trashes a Gardens, he gains a card that either costs $3,
4$, 5$ or 6$. You may gain a copy of the card he gains, but you do not have to. If the Attack affects several people,
you are entitled to gain 1 copy per player, but you can not for example take two Duchies if you give player Hans a
Duchy and player Franz a Curse. If the Supply pile of a specific card is empty after the other players gained their
cards, you can not gain a copy of it. You can not choose to give them cards from empty piles if there are other cards
within that cost window. If there is a card that costs $1 less, exactly as much or up to $2 more you have to give them
that card. You can not say to Franz that he should gain a card costing 7 when there is none. If there is no card in that
cost window, they do not gain a card. You can not let them gain cards with a Potion cost if they trash a card without
a Potion cost. However, you can give them cards with a Potion cost and cards without a Potion cost when they trash a
card with a Potion cost.
Drunkard: The first thing you do is drawing 3 cards. Then you may gain a Potion. Then you may trash
Victory cards and Potions for benefit. You may not trash any cards that are not Victory cards or Potions (combined
Victory cards like Nobles, Great hall, Island or Hanging Gardens are Victory cards).
Exorcist: If your discard pile has no cards in it, you can not trash any cards. Blasphemies and Curses
are Curse cards. If you trash at least 3 cards that are not Blasphemies or Curses you have to gain a Curse, trash the
Exorcist and get +2VP chips.
Galvanize: You
take an Action card from the Supply. You do not gain it. You can not reveal
Watchtower, Trader or Carpenter to do something with it. When a specific pile is empty, you can not choose to take a
card from that pile. The card you put on the Galvanize does not produce anything, because you did not play it.
If you take a card that does not produce any +$ by itself, it will still produce $1 by itself when it is on a
Galvanize. You can take a Throne Room and then every Throne Room in that turn will produce $1 for you. The effect
stacks, so if you play two Galvanize and put a Throne Room on both of them, Throne Rooms will produce $2 for you
when you play them. The effect does not work recursively. If Hans plays two Schemes and then a Galvanize (on which
he puts a Scheme) and then another Scheme, he will have $1, not $3.
If you play Galvanize with Throne Room and you take two Schemes, Schemes will still produce only $1, because there
is only one card on the Galvanize and only one Galvanize in play. Hoewever, if you take a Scheme and a Pearl Diver
then both of them will produce $1 more, even if they're both on the same Galvanize.
If you empty a pile by playing Galvanize, it still counts towards three piles endings. If Galvanize fills up a pile
in a turn where a third pile was emptied, the game still ends at the end of that turn. (Seaside rules)
Let's say it's Franz' turn. Fishing Villages and Gardens are empty and there is only 1 card left in the Scheme pile.
Franz gained a Workshop due to Hans Swindler before this turn and revealed a Carpenter to set it aside. In his last
turn he Galvanized a Scheme. As Franz is free to resolve his starting Actions in any order he wishes, he starts by
playing the Workshop and Carpenter. He gains the last Scheme and reveals nothing with his Carpenter. Now three piles
are empty. Then he resolves his Galvanize and puts the Scheme on it back into its empty Supply pile. From the $2 he
now has he buys an Estate and wins the game with 1 point lead over Hans (that sneaky bastard).
Hanging Gardens: When you play Hanging Gardens you trash a card from your hand and gain two Treasure cards,
One of them costing up to $1 more and one costing exactly $2 less. If there is no card costing exactly $2 less (a.E.
when you trash a Copper) you don't gain the second card. If there is no card that is costing up to $1 more (that is
very unlikely, but it can happen), you don't gain the first card. It does not say "but never less than $0" on the card,
so if you trash a card with a cost of $0 or $1 you will only gain one card.
At the end of the game Hanging Gardens are worth 1 Point for every 5 Treasure cards in your deck. If there is at least 1
Hanging Gardens in your deck at the end of the game, you have to trash 10 Copper from your deck before you start counting
your points/Treasure cards. If you do not have 10 Copper, you trash all the Copper from your deck.
Hourglass: This is a Treasure card. Playing it does not use up an Action. You do not have to put an Action
card from your hand on top of your deck if you don't want to.
Librarian: You start with discarding down to three cards in hand. Then you draw three cards and then you
may discard a Duchy. When you reveal cards you skip Victory cards and Curse cards. This includes Blasphemies and Curses
as well as combined Victory cards.
Mansion: You may play this to trash it for a Mansion token. If you do not have any Mansion tokens because
you pirated this expansion, please use potatoes, vinyl shards, fully grown mustache hairs or just some tokens from
the original Dominion games to mimic the Mansion tokens. You can also just use set aside cards that are not in the
Kingdom
Minutemen: This one is really simple, so I guess I answered all the questions.
Misfit: When you play this, you can not choose not to discard an Action if you have one and discard a Treasure
card instead. You reveal your hand, and if there is at least one Action card in it, you have to discard one Action card.
If you didn't discard one (because there wasn't one in your hand) you have to discard a Treasure card except Copper.
Then each other player either discards an Action card, or discards down to three cards in hand. They choose which one.
Monocle: Monocle is a Treasure card. Playing it is only possible in your buy phase and does not use up one
of your Actions. Besides the $1 it gives you it is basically the attack effect of Spy just only for yourself.
When you reveal it due to someone else playing an Attack card, you may look at the top 3 cards of your deck and
rearrange them or discard some of them. This is basically the effect of Cartographer with only 3 cards. If you discard
at least one card, you have to discard or trash (your choice) the Monocle. If you discard none you can keep it and reveal
it again, which can be quite useful considering the fact that you can reveal as many reactions as you like.
Polycephaly: I think the best way to answer questions regarding this card is to just give a few examples.
Franz has a hand of 4 Copper. He plays Polycephaly and trashes 2 Copper. Hans has a hand of 2 Estates and 2 Copper.
He plays Polycephaly and trashes 2 Estates and 2 Copper. Franz has a hand 3 Silver, 3 Estates, 5 Copper, 2 Witches
and 1 Council Room. He plays Polycephaly and trashes 2 Silver, 2 Estates, 2 Copper and 2 Witches, leaving him with a
hand of Silver, Estate, 3 Copper and a Council Room. Hans has a hand of 1 Silver, 1 Gold, 1 Copper, 1 Estate, 1 Market
and Goons. He plays Polycephaly and trashes nothing.
Pure Copper: Actions left means literally Actions left, not Action cards left. The card does not care
if you have Action cards left in your hand.
Rook: You choose one. That's about it.
Sawmill: After you discarded 2 Victory cards, you can choose between +$2 and 1 Card. You can only discard
if you discard exactly 2 Victory cards. You can not choose to discard 2 Victory cards with only 1 Victory card in your
hand. Just as the card says, you may discard exactly 2 Victory cards. Not more, not less.
Troll: If someone reveals an Action card, the gain is mandatory, even if the only Treasure card you can get
is Copper. If no one reveals an Action card, you can choose not to gain a Treasure if you don't want to.
Turncoat: When you play this and choose to pass it to your left neighbor, the -$3 can reduce your money
below 0. So if you pass it to your left neighbor and play 5 Copper, you will only have $2 for your buy phase. If you have
-$x you can not buy anything, not even a Copper, as there are no cards that reduce the cost of cards below $0. So often
the best idea is to set it back until you draw it with a hand that wouldn't net you anything good anyways.
The reaction part simply allows you to trash Turncoats from your hand when someone else buys one.
When you buy a Turncoat yourself, you are never gaining a copy - only the other players gain one. You can not reveal a
Watchtower or Trader, as you are never gaining a card in the first place. However, when someone else buys a Turncoat, you
can reveal a Watchtower or Trader and trash it or take a Silver instead.
When you buy a Turncoat, you'll get +1 Buy. So if you have $12 to spend, but only one Buy, you can actually buy a
Turncoat and then a Province if you want to. You could also buy three Turncoats in that situation.
Buying a Turncoat is not an Attack and you can not block it with Moat or reveal a Secret Chamber. As you gain an Action
card, you can reveal Watchtower, Trader or Carpenter though.
Vice Chancellor: When you reveal the top 4 cards of your deck, you have to discard them. Franz can not choose
to reveal and then say "wow, these are really good cards, I will put them back". He can only choose not to reveal them in
the first place. Other players are entitled to see what cards you discard with Vice Chancellor.
Updates:
Baldachin: Lost mandatory discard; can now put itself into your hand in the next turn and immediately discards itself if it doesn't. Received a "while this is in play" clause to fix some rare situations that sends action cards into some nonentity-state with no possibility of retrieving them.
Monocle: Cost reduced to $2 and discard on reaction only mandatory if you discard cards; can be self-trashed instead of discarded when using the reaction.
Rook: Moved cost to $2 (from $3).
Troll: Now gains you a Treasure card costing up to $5 when no Action cards are revealed (was $3 before).
Drunkard: Can now trash any Victory cards, not just Estates.
Carpenter: Reaction changed. Now works in your buy phase, but is always delayed to the next turn (and plays the carpenter too)
Hourglass: Cost increased to $5, top-decking non-mandatory with a 'you may'-clause.
Misfit: If you don't have an Action card in your hand, you have to discard a Treasure card that is not a Copper.
Turncoat: Complete overhaul.
Accurst: Inverted actions. ('You may gain a Blasphemy' then 'If Blasphmies empty, you may play an Action card from the Supply' then 'each other player gains a Blasphemy')
Blasphemy: Moved back to -1VP again. Gain Coppers reduced to 3. Cost increased to 3. Is now a standard Kingdom card.
Copper Smelt: Now produces $0 by itself.
Hanging Gardens: Now gains you two Treasure cards for trashing. Trashes 10 Coppers from your deckat the end of the game if you have a copy of it. VP changed to 1 VP for every 5 Treasure cards in your deck (from 2VP for every 10 Treasure cards).
Librarian: Now skips Curses (and Blasphemies) too
Bakery: On buy reworked. "When you buy this, name a Victory card that is part of the Kingdom. If there are less than 6 copies left in the pile of the named card, put this on top of your deck. Otherwise put this under your deck."
Sawmill: cost reduced to 3 (from 4)