Dominion Aid
Base Game
Cards Common to All Games
Name |
Type |
Cost |
Effect |
Notes |
Copper |
Treasure |
0 |
Worth 1 coin |
You start out with 7 in your
deck in the standard game. |
Silver |
Treasure |
3 |
Worth 2 coins |
|
Gold |
Treasure |
6 |
Worth 3 coins |
|
Estate |
Victory |
2 |
1VP |
You start out with 3 in your
deck in the standard game. |
Duchy |
Victory |
5 |
3VP |
|
Province |
Victory |
8 |
6VP |
Game ends when all are purchesed. |
Curse |
Curse |
0 |
-1VP |
The base game has 2 versions. The first table
will list out the cards common to both versions, then the cards unique
to each individual version will be listed.
Cards Common to Both Versions of the Base Set
Name |
Type |
Cost |
Effect |
Bureaucrat |
Action - Attack |
4 |
Gain a silver card; put it on top of your
deck. Each other player reveals a Victory card from his hand and
puts it on his deck (or reveals a hand with no Victory cards). |
Cellar |
Action |
2 |
+1 Action. Discard any number of
cards. +1 card per card discarded. |
Chapel |
Action |
2 |
Trash up to 4 cards from your hand. |
Council Room |
Action |
5 |
+4 Cards, +1 Buy. Each other player
draws a card. |
Festival |
Action |
5 |
+2 Actions, +1 Buy, +2 Coins |
Laboratory |
Action |
5 |
+2 Cards, +1 Action |
Library |
Action |
5 |
Draw until you have 7 cards in
hand. You may set aside any Action cards drawn in this way, as
you draw them; discard the set aside cards after you finish
drawing. |
Market |
Action |
5 |
+1 Card, +1 Action, +1 Buy, +1
Coin |
Militia |
Action - Attack |
4 |
+2 Coins. Each other
player discards down to 3 cards in his hand. |
Mine |
Action |
5 |
Trash a treasure card from your
hand. Gain a Treasure card costing up to 3 coins more; put it
into your hand. |
Moat |
Action - Reaction |
2 |
+2 Cards | When another player
plays an Attack card, you may reveal this from your hand. If you
do, you are unaffected by that Attack. |
Moneylender |
Action |
4 |
Trash a Copper from your
hand. If you do, +3 coins. |
Remodel |
Action |
4 |
Trash a card from your
hand. Gain a card costing up to 2 coins more than the trashed
card. |
Smithy |
Action |
4 |
+3 Cards |
Throne Room |
Action |
4 |
Choose an Action card in your
hand. Play it twice. |
Village |
Action |
3 |
+1 Card, +2 Actions |
Witch |
Action - Attack |
5 |
+2 Cards. Each other
player gains a Curse card. |
Workshop |
Action |
3 |
Gain a card costing up to 4
coins. |
Gardens |
Victory |
4 |
Woth 1VP for every 10 cards in
your deck (rounded down). |
Cards in Version 1 of the Base Set
Name |
Type |
Cost |
Effect |
Adventurer |
Action |
6 |
Reveal cards from your deck until you
reveal 2 Treasure cards. Put those Treasure cards in your hand
and discard the rest. |
Chancellor |
Action |
3 |
+2 Coins. You may immediately put
your deck into your discard pile. |
Feast |
Action |
4 |
Trash this card. Gain a card
costing up to 5 coins. |
Spy |
Action - Attack |
4 |
+1 Card, +1 Action. Each player
(including you) reveals the top card in his deck and either discards it
or puts it back, your choice. |
Thief |
Action - Attack |
4 |
Each other player reveals the top 2 cards
of his deck. If they reveal any Treasure cards, they trash one of
them that you choose. You may gain the trashed Treasure
cards. They discard the other revealed cards. |
Woodcutter |
Action |
3 |
+2 Coins, +1 Buy |
Cards in Version 2 of the Base Set
Name |
Type |
Cost |
Effect |
Artisan |
Action |
6 |
Gain
a card to your hand costing up to 5 coins. Put a card from your
hand onto your deck. |
Bandit |
Action - Attack |
5 |
Gain a Gold. Each other player
reveals the top 2 cards of their deck, trashes a revealed Treaure other
than Copper, and discards the rest. |
Harbinger |
Action |
3 |
+1 Card, +1 Action. Look through
your discard pile. You may put a card from it onto your deck. |
Merchant |
Action |
3 |
+1 Card, +1 Action. The frist time
you play a Silver this turn, +1 coin. |
Poacher |
Action |
4 |
+1 Card, +1 Action, +1 Coin.
Discard a card per empty Supply pile. |
Sentry |
Action |
5 |
+1 Card, +1 Action. Look at the top
2 cards of your deck. Trash and/or discard any number of
them. Put the rest back on top in any order. |
Vassal |
Action |
3 |
+2 Coins. Discard the top card of
your deck. If it's an Action card, you may play it. |
Intrigue
Like the base game, Intrigue has 2 versions. The first table will list out the cards common to both versions, then the cards unique to each individual version will be listed.
Cards Common to Both Versions of Intrigue
Name |
Type |
Cost |
Effect |
Baron |
Action |
4 |
+1 Buy. You may discard an Estate
card. If you do, +4 coins. Otherwise, gain an Estate card. |
Bridge |
Action |
4 |
+1 Buy, +1 Coin. All cards (including
cards in players' hands) cost 1 coin less this turn, but not less than
0. |
Conspirator |
Action |
4 |
+2 Coins. If you've played 3 or more
Actions this turn (counting this): +1 Card, +1 Action. |
Courtyard |
Action |
2 |
+3 Cards. Put a card from you hand on top
of your deck. |
Ironworks |
Action |
4 |
Gain a card costing up to 4 coins. If it
is an... Action card, +1 Action; Treasure card, +1 coin; Victory
card, +1 Card |
Masquerade |
Action |
3 |
+2 Cards. Each player passes a card from
his hand to the left at once. Then you may trash a card from your
hand. |
Mining Village |
Action |
4 |
+1 Card, +2 Actions. You may trash this
card immediately. If you do, +2 Coins. |
Minion |
Action - Attack |
5 |
+1 Action. Choose
one: +2 coins; or discard your hand, +4 Cards, and each player
with at least 5 cards in hand discards his hand and draws 4 cards. |
Pawn |
Action |
2 |
Choose two: +1 Card; +1
Action; +1 Buy; +1 Coin. (The choices must be different.) |
Shanty Town |
Action |
3 |
+2 Actions. Reveal your
hand. If you have no Action cards in hand, +2 Cards. |
Steward |
Action |
3 |
Choose one: +2 Cards; or
+2 Coins; or trash 2 cards from your hand. |
Swindler |
Action - Attack |
3 |
+2 Coins. Each other
player trashes the top card of his deck and gains a card with the same
cost that you choose. |
Torturer |
Action - Attack |
5 |
+3 Cards. Each other
player chooses one: he discards 2 cars; or he gains a Curse card,
putting it in his hand. |
Trading Post |
Action |
5 |
Trash 2 cards from your
hand. If you do, gain a Silver card; put it into your hand. |
Upgrade |
Action |
5 |
+1 Card, +1 Action. Trash
a card from your hand. Gain a card costing exactly 1 coin more
than it. |
Wishing Well |
Acton |
3 |
+1 Card, +1 Action. Name a
card. Reveal the top card of your deck. If it's the named
card, put it into your hand. |
Nobles |
Action - Victory |
6 |
Choose one: +3 Cards; or
+2 Actions. 2VP |
Harem |
Treasure - Victory |
6 |
2 Coins. 2VP |
Duke |
Victory |
5 |
Worth 1VP per Duchy you have. |
Cards in Version 1 of Intrigue
Name |
Type |
Cost |
Effect |
Secret Chamber |
Action - Reaction |
2 |
Discard any number of cards. +1 Coin per
card discarded | When another player plays an Attack card, you may
reveal this from your hand. If you do, +2 Cards, then put 2 cards
from your hand on top of your deck. |
Coppersmith |
Action |
4 |
Copper produces an extra coin this turn. |
Saboteur |
Action - Attack |
5 |
Each other player reveals cards from his deck
until he reveals one costing 3 coins or more. He trashes that
card and may gain a card costing at most 2 coins less than it. He
discards the other revealed cards. |
Scout |
Action |
4 |
+1 Action. Reveal the top 4 cards of your
deck. Place the Victory cards into your hand. Place the
other cards on top of your deck in any order. |
Tribute |
Action |
5 |
The player to your left reveals then discards
the top two cards of his deck. If it is an... Action
Card: +2 Actions; Treasure Card: +2 Coins; Victory
Card: +2 Cards |
Great Hall |
Action - Victory |
3 |
+1 Card, +1 Action. 1VP |
Cards in Version 2 of Intrigue
Name |
Type |
Cost |
Effect |
Courtier |
Action |
5 |
Reveal a craf from tyour hand. For each
type it has (Action, Attack, etc.), chose one: +1 Action; or +1
Buy; or +3 Coins; or gain a Gold. The choices must be different. |
Diplomat |
Action - Reaction |
4 |
+2 Cards. If you have 5 or fewer cards in
hand (after drawing), +2 Actions | When another player plays an Attack
card, you may first reveal this from a hand of 5 or more cards to draw
2 cards then discard 3. |
Lurker |
Action |
2 |
+1 Action. Chose one: Trash an
action card from the Supply; or gain an Action card from the trash. |
Mill |
Action - Victory |
4 |
+1 Card, +1 Action. You may discard 2
cards for +2 coins. 1VP |
Patrol |
Action |
5 |
+3 Cards. Reveal the top 4 cards of your
deck. Put the Victory cards and Curses into your hand. Put
the rest back in any order. |
Replace |
Action - Attack |
5 |
Trash a card from your hand. Gain a card
costing up to 2 coins more than it. If the gained card is an
Action or Treasure, put it onto your deck; if it's a Victory card, each
other player gains a Curse. |
Secret Passage |
Action |
4 |
+2 Cards, +1 Action. Take a card from your
hand and put it anywhere in your deck. |
Seaside
Name |
Type |
Cost |
Effect |
Ambassador |
Action - Attack |
3 |
Reveal a card from your hand. Return up to
2 copies of it from your hand to the Supply. Then each other
player gains a copy of it. |
Bazaar |
Action |
5 |
+1 Card, +2 Actions, +1 Coin |
Caravan |
Action - Duration |
4 |
+1 Card, +1 Action. At the start of your
next turn, +1 Card |
Cutpurse |
Action - Attack |
4 |
+2 Coins. Eath other player discards a
Copper card (or reveals a hand with no Copper). |
Embargo |
Action |
2 |
+2 Coins. Trash this card. Put an
Embargo token on top of a Supply pile. | When a player buys a
card, he gains a Curse card per Embargo token on that pile. |
Explorer |
Action |
5 |
You may reveal a Province card from your
hand. If you do, gain a Gold card, putting it into your
hand. Otherwise, gain a Silver card, putting it into your hand. |
Fishing Village |
Action - Duration |
3 |
+2 Actions, +1 Coin. At the start of your
next turn: +1 Action, +1 Coin. |
Ghost Ship |
Action - Attack |
5 |
+2 Cards. Each other
player with 4 or more cares in hand puts cards from his hand on top of
his deck until he has 3 cards in his hand. |
Haven |
Action - Duration |
2 |
+1 Card, +1 Action. Set
aside a card from your hand face down. At the start of your next
turn, put it into your hand. |
Island |
Action - Victory |
4 |
Set aside this and another card
from your hand. Return them to your deck at the end of the
game. 2VP |
Lighthouse |
Action - Duration |
2 |
+1 Action. Now and at the
start of your next turn: +1 Coin. | While this is in play,
when another player plays an Attack card, it doesn't affect you. |
Lookout |
Action |
3 |
Look at the top 3 cards of your
deck. Trash one of them. Discard one of them. Put the
other one on top of your deck. |
Merchant Ship |
Action - Duration |
5 |
Now and at the start of your
next turn: +2 Coins. |
Native Village |
Action |
2 |
+2 Actions. Choose
one: Set aside the top card of your deck face down on your Native
Village mat; or put all the cards from your mat into your hand.
You may look at the cards on your mat at any time; return them to your
deck at the end of the game. |
Navigator |
Action |
4 |
+2 Coins. Look at the top
5 cards of your deck. Either discard all of them, or put them
back on top of your deck in any order. |
Outpost |
Action - Duration |
5 |
You only draw 3 cards (instead
of 5) in this turn's Clean-up phase. Take an extra turn after
this one. This can't cause you to take more than two consecutive
turns. |
Pearl Diver |
Action |
2 |
+1 Card, +1 Action. Look
at the bottom card of your deck. You may put it on top. |
Pirate Ship |
Action - Attack |
4 |
Choose one: Each other
player reveals the top 2 cards of his deck, trashes a revealed Treasure
that you choose, discards the rest, and if anyone trashed a Treasure
you take a Coin token; or +1 Coin per Coin token you've taken with
Pirate Ships this game. |
Salvager |
Action |
4 |
+1 Buy. Trash a card from
your hand. +Coins equal to its cost. |
Sea Hag |
Action - Attack |
4 |
Each other player discards the
top card of his deck, then gains one Curse card, putting it on top of
his deck. |
Smugglers |
Action |
3 |
Gain a copy of a card costing up
to 6 coins that the player to your right gained on his last turn. |
Tactician |
Action - Duration |
5 |
Discard your hand. If you
discarded any cards this way, then at the start of your next turn, +5
Cards, +1 Buy, and +1 Action. |
Treasure Map |
Action |
4 |
Trash this and another copy of
Treasure Map from your hand. If you do trash two Treasure Maps,
gain 4 Gold cards, putting them on top of your deck. |
Treasury |
Action |
5 |
+1 Card, +1 Action, +1
Coin. When you discard this from play, if you didn't buy a
Victory card this turn, you mayh put this on top of your deck. |
Warehouse |
Action |
3 |
+3 Cards, +1 Action.
Discard 3 cards. |
Wharf |
Action - Duration |
5 |
Now and at the start of your
next turn: +2 Cards, +1 Buy. |
Alchemy
Name |
Type |
Cost |
Effect |
Alchemist |
Action |
3 + 1 Potion |
+2 Cards, +1 Acion. | When you discard
this from play, you may put this on top of your deck if you have a
Potion in play. |
Apothecary |
Action |
2 + 1 Potion |
+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 on top of your deck in any order. |
Apprentice |
Action |
5 |
+1 Action. Trash a card from your
hand. +1 Card per coin it costs. +2 Cards if it has a
Potion cost. |
Familiar |
Action - Attack |
3 + 1 Potion |
+1 Card, +1 Action. Each other player
gains a Curse. |
Golem |
Action |
4 + 1 Potion |
Reveal cards from your deck until you reveal 2
Action cards other than Golem cards. Discard the other cards,
then play the Action cards in either order. |
Herbalist |
Action |
2 |
+1 Buy, +1 Coin. | When you discard this
from play, you may put one of your Treasures from play on top of your
deck. |
Philosopher's Stone |
Treasure |
3 + 1 Potion |
When you play this, count your deck and discard
pile. Worth 1 Coin per 5 cards total between them (rounded down). |
Possession |
Action |
6 + 1 Potion |
The player to your left takes an
extra turn after this one, in which you can see all cards he can and
make all decisions for him. Any cads he would gain on that turn,
you gain instead; any cards of his that are trashed are set aside and
returned to his discard pile at the end of the turn. |
Scrying Pool |
Action - Attack |
2 + 1 Potion |
+1 Action. Each player
(including you) reveals the top card of his deck and either discards it
or puts it back, your choice. Then reveal cards from the top of
your deck until you reveal one that is not an Action. Put all of
your revealed cards into your hand. |
Transmute |
Action |
1 Potion |
Trash a card from your
hand. If it is an... Action card, gain a Duchy.
Treasure card, gain a Transmute. Victory card, gain a Gold. |
University |
Action |
2 + 1 Potion |
+2 Actions. You may gain
an Action card costing up to 5 Coins. |
Vinyard |
Victory |
1 Potion |
Worth 1VP for every 3 Action
card in your deck (rounded down). |
Potion |
Treasure |
4 |
Worth 1 Potion |
Guilds
Name |
Type |
Cost |
Effect |
Notes |
Advisor |
Action |
4 |
+1 Action. Reveal the top 3 cards of your
deck. The player to your left chooses one of them. Discard
that card. Put the other 2 cards in your hand. |
|
Baker |
Action |
5 |
+1 Card, +1 Action. Take a Coin
token. |
Setup: Each player takes a
Coin token. |
Butcher |
Action |
5 |
Take 2 Coin tokens. You may trash a card
from your hand then pay any number of Coin tokens. If you did
trash a card, gain a card with a cost of up to the cost of the trashed
card plus the number of Coin tokens you paid. |
|
Candlestick Maker |
Action |
2 |
+1 Action, +1 Buy. Take a Coin token. |
. |
Doctor |
Action |
3+ |
Name a card. Reveal the top 3 cards of
your deck. Trash the matches. Put the rest back on top in
any order. | When you buy this, you may overpay for
it. For each Coin you overpaid, look at the top card of your
deck; trash it, discard it, or put it back. |
|
Herald |
Action |
4+ |
+1 Card, +1 Action. Reveal the top card of
your deck. If it is an Action card, play it. | When
you buy this, you may overpay for it. For each Coin you overpaid,
look through your discard pile and put a card from it on top of your
deck. |
|
Journeyman |
Action |
5 |
Name a card. Reveal cards from the top of
your deck until you reveal 3 cards that are not the named card.
Put those cards into your hand and discard the rest. |
|
Masterpiece |
Treasure |
3+ |
Worth 1 Coin. | When
you buy this, you may overpay for it. If you do, gain a Silver
per Coin you overpaid. |
|
Merchant Guild |
Action |
5 |
+1 Buy, +1 Coin. |
While this is in play, when you buy a card, take a Coin token. |
|
Plaza |
Action |
4 |
+1 Card, +2 Actions. You
may discard a Treasure card. If you do, take a Coin token. |
|
Soothsayer |
Action - Attack |
5 |
Gain a Gold. Each other
player gains a Curse. Each player who did draws a card. |
|
Stonemason |
Action |
2+ |
Trash a card from your
hand. Gain 2 cards each costing less than it. | When
you buy this, you may overpay for it. If you do, gain 2 Action
cards each costing the amount you overpaid. |
|
Taxman |
Action - Attack |
4 |
You may trassh a Treasure from
your hand. Each other player with 5 or more cards in hand discard
a copy of it (or reveals a hand without it). Cain a Treasure card
costing up to 3 Coins morethan the trashed card, putting it on top of
your deck. |
Hinterlands
Name |
Type |
Cost |
Effect |
Border Village |
Action |
6 |
+1 Card, +2 Actions | When you gain this, gain a
card costing less than this. |
Cache |
Treasure |
5 |
Worth 3 coins. | When you gain this, gain
2 Coppers. |
Cartographer |
Action |
5 |
+1 Card, +1 Action. Look at the top 4
cards of your deck. Discard any number of them. Put the
rest back on top in any order. |
Crossroads |
Action |
2 |
Reveal your hand. +1 Card per Victory card
revealed.If this is the first time you played a Crossroads this turn,
+3 Actions. |
Develop |
Action |
3 |
Trash a card from your hand. Gain a card
costing exactly 1 Coin more than it and a card costing exactly 1 Coin
less than it, in either order, putting them on top of your deck. |
Duchess |
Action |
2 |
+2 Coins. Each player (including you)
looks at the top card of his deck, and discards it or puts it back. |
In games using this, when you gain a Duchy, you may gain a Duchess. |
Embassy |
Action |
5 |
+5 Cards. Discard 3 cards. |
When you gain this, each other player gains a Silver. |
Fool's Gold |
Treasure - Reaction |
2 |
If this is the first time you
played a Fool's Gold this turn, this is work 1 Coin, otherwise it is
worth 4 Coins. | When another player gains a Province, you
may trash this from your hand. If you do, gain a Gold, putting it
on your deck. |
Haggler |
Action |
2 |
+2 Coins. | While
this is in play, when you buy a card, gain a card costing less than it
that is not a Victory card. |
Highway |
Action |
5 |
+1 Card, +1 Action. | While this
is in play, cards cost 1 Coin less, but not less than 0 Coins. |
Ill-Gotten Gains |
Treasure |
5 |
Worth 1 Coin. When you
play this, you may gain a Copper, putting it into your hand. | When you
gain this, each other player gains a Copper. |
Inn |
Action |
5 |
+2 Cards, +2 Actions.
Discard 2 cards. | When you gain this, look through your discard pile
(including this), reveal any number of Action cards from it, and
shuffle them into your deck. |
Jack of All Trades |
Action |
4 |
Gain a Silver. Look at the
top card of your deck; discard it or put it back. Draw until you
have 5 cards in hand. You may trash a card from your hand that is
not a Treasure. |
Mandarin |
Action |
5 |
+3 Coins. Put a card from
your hand on top of your deck. | When you gain this, put all Treasures
you have in play on top of your deck in any order. |
Margrave |
Action - Attack |
5 |
+3 Cards, +1 Buy. Each
other player draws a card, then discards down to 3 cards in hand. |
Noble Brigand |
Action - Attack |
4 |
+1 Coin. When you buy this or
play it, each other player reveals the top 2 cards of his deck, trashes
a revealed Silver or Gold you choose, and discards the rest. If
he didn't reveal a Treasure, he gains a Copper. You gain the
trashed cards. |
Nomad Camp |
Action |
4 |
+1 Buy, +2 Coins. | When you
gain this, put it on top of your deck. |
Oasis |
Action |
3 |
+1 Card, +1 Action, +1
Coin. Discard a card. |
Oracle |
Action - Attack |
3 |
Each player (including you)
reveals the top 2 cards of his deck and you choose one: either he
discards them, or he puts them back on top in an order he
chooses. +2 Cards. |
Scheme |
Action |
3 |
+1 Card, +1 Action. At the
start of Clean-up this turn, you may choose an Action card you have in
play. If you discard it from play this turn, put it on your deck. |
Spice Merchant |
Action |
4 |
You may trash a Treasure from
your hand. If you do, choose one: +2 Cards and +1 Action;
or +2 Coins and +1 Buy. |
Stables |
Action |
5 |
You may discard a
Treasure. If you do, +3 Cards and +1 Action. |
Trader |
Action - Reaction |
4 |
Trash a card from your
hand. Gain a number of Silvers equal to its cost in coins. | When
you would gain a card, you may reveal this from your hand. If you
do, instead gain a Silver. |
Farmland |
Victory |
6 |
2VP | When you buy this, trash a
card from your hand. Gain a card costing exactly 2 coins more
than the trashed card. |
Silk Road |
Victory |
4 |
Worth 1VP for every 4 Victory
cards in your deck (rounded down). |
Tunnel |
Victory - Reaction |
3 |
2VP | When you discard this
other than during a Clean-up phase, you may reveal it. If you do,
gain a Gold. |
Conucopia
Name |
Type |
Cost |
Effect |
Notes |
Farming Village |
Action |
4 |
+2 Actions. Reveal cards from the top of
your deck until you reveal an Action or Treasure card. Put that
card into your hand and discard the other cards. |
|
Fortune Teller |
Action - Attack |
3 |
+2 Coins. Each other player reveals cards
from the top of his deck until he reveals a Victory or Curse
card. He puts it on top and discards the other revealed carrds. |
|
Hamlet |
Action |
2 |
+1 Card, +1 Action. You may discard a
card; if you do +1 Action. You may discard a card; if you do, +1
Buy. |
|
Harvest |
Action |
5 |
Reveal the top 4 cards of your deck, then
discard them. +1 Coin per differently named card revealed. |
|
Horn of Plenty |
Treasure |
5 |
Worth 0 Coins. When you play this, gain a
card costing up to 1 coin per differently named card you have in play,
counting this. If it's a Victory card, trash this. |
|
Horse Traders |
Action - Reaction |
4 |
+1 Buy, +3 Coins. Discard 2 cards. | When
another player plays an Attack card, you may set this aside from your
hand. If you do, then at the start of your next turn, +1 card and
return this to your hand. |
|
Hunting Party |
Action |
5 |
+1 Card, +1 Action. Reveal your
hand. Reveal cards from your deck until you reveal a card that
isn't a duplicate of one in your hand. PUt it into your hand and
discard the rest. |
|
Jester |
Action - Attack |
5 |
+2 Coins. Each other
player discards the top card of his deck. If it's a Victory card
he gains a Curse. Otherwise either he gains a copy of the
diacarded card or you do, your choice. |
|
Menagerie |
Action |
3 |
+1 Action. Reveal your
hand. If there are no duplicate cards in it, +3 Cards, otherwise,
+1 Card. |
|
Remake |
Action |
4 |
Do this twice: Trash a
card from your hand, then gain a card costing exactly 1 coin more than
the trashed card. |
|
Tournament |
Action |
4 |
+1 Action. Each player may
reveal a Province from his hand. If you do, discard it and gain a
Prize (from the Prize pile) or a Duchy, putting it on top of your
deck. If no-one else does, +1 Card, +1 Coin. |
|
Young Witch |
Action - Attack |
4 |
+2 Cards. Discard 2
cards. Eath other player may reveal a Bane Card from his
hand. If he doesn't, he gains a Curse. |
Setup: Add an extra
Kingdom card pile costing 2 or 3 coins to the Supply. Cards from
this pile are Bane cards. |
Fairgrounds |
Victory |
6 |
Worth 2VP for every 5
differently named cards in your deck (round down). |
|
Bag of Gold |
Action - Prize |
0* |
+1 Action. Gain a Gold,
putting it on top of your deck. (This
card is not in the Supply.) |
|
Diadem |
Treasure - Prize |
0* |
Worth 2 coins. When you play this, +1 coin per unused Action yo have (Action, not Action card). (This card is not in the Supply.) | |
Followers |
Action - Attack - Prize |
0* |
+2 Cards. Gane an Estate. Each other player gains a Curse and discards down to 3 cards in hand. (This card is not in the Supply.) | |
Princess |
Action - Prize |
0* |
+1 Buy. | While this card is in play, cards cost 2 coins less, but not less than 0 coins. (This card is not in the Supply.) | |
Trusty Steed |
Action - Prize |
0* |
Choose two: +2 Cards; +2 Actions; +2 Coins; gain 4 Silvers and put your deck into the discard pile. (The choices must be different.) (This card is not in the Supply.) |
Dark Ages
Name |
Type |
Cost |
Effect |
Notes |
Altar |
Action |
6 |
Trash a card from your hand. Gain a card
costing up to 5 coins. |
|
Armory |
Action |
4 |
Gain a card costing up to 4 coins, putting it on
top of your deck. |
|
Band of Misfits |
Action |
5 |
Play this as if it were an Action card in the
Supply costing less than it that you choose. This is that card
until it leaves play. |
|
Bandit Camp |
Action |
5 |
+1 Card, +2 Actions. Gain a Spoils from the
Spoils pile. |
|
Beggar |
Action - Reaction |
2 |
Gain 3 Coppers, putting them into your hand. |
When another player plays an Attack card, you may discard this.
If you do, gain 2 Silvers, putting them on top of your deck. |
|
Catacombs |
Action |
5 |
Look at the top 3 cards of you r deck.
Choose one: Put them into your hand; or discard then and +3
Cards. | When you trash this, gain a cheaper card. |
|
Count |
Action |
5 |
Choose one: Discard 2 cards; or put a card
from your hand on top of your deck; or gain a Copper. Choose
one: +3 Coins; or trash your hand; or gain a Duchy. |
|
Counterfeit |
Treasure |
5 |
Worth 1 coin. +1
Buy. When you play this, you may play a Treasure from your hand
twice. If you do, trash that Treasure. |
|
Cultist |
Action - Attack - Looter |
5 |
+2 Cards. Each other
player gains a Ruins. You may plat a Cultist from your hand. |
When you trash this, +3 Cards. |
|
Death Cart |
Action - Looter |
4 |
+5 Coins. You may trash an
Action card from your hand. If you don't trash this. | When you
gain this, gain 2 Ruins. |
|
Forager |
Action |
3 |
+1 Action, +1 Buy. Trash a
card from your hand. +1 coin per differently named Treasure in
the trash. |
|
Ruined Market |
Action - Ruins |
0 |
+1 Buy |
|
Ruined Village |
Action - Ruins |
0 |
+1 Action |
|
Survivors |
Action - Ruins |
0 |
Look at the top 2 cards of your
deck. Discard them or put them back in any order. |
|
Ruined Library |
Action - Ruins |
0 |
+1 Card |
|
Abandoned Mine |
Action - Ruins |
0 |
+1 Coin |
|
Fortress |
Action |
4 |
+1 Card, +2 Actions | When you
trash this, put it into your hand. |
|
Graverobber |
Action |
5 |
Choose one: Gain a card
from the trash costing from 3 to 6 coins, putting it on top of your
deck; or trash an Action card from your hand and gain a card costin gup
to 3 coins more than it. |
|
Hunting Grounds |
Action |
6 |
+4 Cards | When you trash this,
gain a Duchy or 3 Estates |
|
Ironmonger |
Action |
4 |
+1 Card, +1 Action. Reveal the
top card of your deck; you may discard it. Either way if it is
an... Action card: +1 Action; Treasure card: +1 Coin; Victory card: +1
Card. |
|
Junk Dealer |
Action |
5 |
+1 Card, +1 Action, +1
Coin. Trash a card from your hand. |
|
Marauder |
Action - Attack - Looter |
4 |
Gain a Spoils from the Spoils
pile. Each other player gains a Ruiins. |
|
Market Square |
Action - Reaction |
3 |
+1 Card, +1 Action, +1 Buy |
When one of your cards is trashed, you may discard this from your
hand. If you do, gain a Gold. |
|
Mystic |
Action |
5 |
+1 Action, +2 Coins. Name
a card. Reveal the top card of your deck. If it's the named
card, put it into your hand. |
|
Pillage |
Action - Attack |
5 |
Trash this. Each other
player with 5 or more cards in hand reveals his hand and discards a
card that you choose. Gain 2 Spoils from the Spoils pile. |
|
Poor House |
Action |
1 |
+4 Coins. Reveal your
hand. -1 coin per Treasure card in your hand, to a minimum of 0
coins. |
|
Procession |
Action |
4 |
You may play an Action card from
your hand twice. Trash it. Gain an Action card costing
exactly 1 more than it. |
|
Rebuild |
Action |
5 |
+1 Action. Name a
card. Reveal cards from the top of your deck until you reveal a
Victory card that is not the named card. Discard the other
cards. Trash the Victory card and gain a Victory card costing up
to 3 coins more than it. |
|
Rogue |
Action - Attack |
5 |
+2 Coins. If there are any
cards in the trash costing from 3 to 6 coins, gain one of them.
Otherwise, each other player reveals the top 2 cards of his deck,
trashes one of them costing from 3 to 6 coins, and discards the rest. |
|
Sage |
Action |
3 |
+1 Action. Reveal cards from the
top of your deck until you reveal on costing 3 coins or more. Put
that card into your hand and discard the rest. |
|
Scavenger |
Action |
4 |
+2 Coins. You may put your
deck into your dicard pile. Look through your discard pile and
put one card from it on top of your deck. |
|
Squire |
Action |
2 |
+1 Coin. Choose one:
+2 Actions; or +2 Buys; or gain a Silver. | When you trash this, gain
an Attack card. |
|
Hermit |
Action |
3 |
Look through your discard
pile. You may trash a card from your discard pile or hand that is
not a Treasure. Gain a card costing up to 3 coins. | When you
discard this from play, if you did not buy any cards this turn, trash
this and gain a Madman from the Madman pile. |
|
Madman |
Action |
0* |
+2 Actions. Return this to the Madman pile. If you do, +1 Card per card in your hand. (This card is not in the Supply.) | |
Urchin |
Action - Attack |
3 |
+1 Card, +1 Action. Each
other player discards down to 4 cards in hand. | When you play another
Attack card with this in play, you may trash this. If you do,
gain a Mercenary from the Mercenary pile. |
|
Mercenary |
Action - Attack |
0* |
You may trash 2 cards from your hand. If you do, +2 Cards, +2 Coins, and each other player discards down to 3 cards in hand. (This card is not in the Supply.) | |
Rats |
Action |
4 |
+1 Card, +1 Action. Gain a
Rats. Trash a card from your hand other than Rats (or reveal a
hand of all Rats). | When you trash this, +1 Card. |
|
Hovel |
Reaction - Shelter |
1 |
When you buy a victory card, you
may trash this from your hand. |
This card replaces one of the
Estates in your starting hand. |
Overgrown Estate |
Victory - Shelter |
1 |
0VP | When you trash this, +1
Card |
This card replaces one of the
Estates in your starting hand. |
Necropolis |
Action - Shelter |
1 |
+2 Action |
This card replaces one of the
Estates in your starting hand. |
Storeroom |
Action |
3 |
+1 Buy. Discard any number
of cards. +1 Card per card discarded. Discard any number of
cards. +1 Coin per card discarded the second time. |
|
Vagrant |
Action |
2 |
+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. |
|
Wandering Minstrel |
Action |
4 |
+1 Card, +2 Actions.
Reveal the top 3 cards of your deck. Put the Actions back on top
in any order and discard the rest. |
|
Feodum |
Victory |
4 |
Worth 1VP for every 3 Silvers in
your deck (rounded down). | When you trash this, gain 3 Silvers. |
|
Sir Bailey |
Action - Attack - Knight |
5 |
+1 Card, +1 Action. Each
other player reveals the top 2 cards of his deck, trashes one of them
costing from 3 to 6 coins and discard the rest. If a Knight is
trashed by this, trash this card. |
|
Sir Destry |
Action - Attack - Knight |
5 |
+2 Cards. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Dame Natalie |
Action - Attack - Knight |
5 |
You may gain a card costing up to 3 coins. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Dame Molly |
Action - Attack - Knight |
5 |
+2 Actions. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Dame Josephine |
Action - Attack - Knight -
Victory |
5 |
Each other player reveals the
top 2 cards of his deck, trashes one of
them costing from 3 to 6 coins and discard the rest. If a Knight
is
trashed by this, trash this card. | 2VP |
|
Sir Michael |
Action - Attack - Knight |
5 |
Each other player discard down to 3 cards in hand. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Sir Martin |
Action - Attack - Knight |
5 |
+2 Buys. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Sir Vander |
Action - Attack - Knight |
5 |
Each other player reveals the
top 2 cards of his deck, trashes one of
them costing from 3 to 6 coins and discard the rest. If a Knight
is
trashed by this, trash this card. | When you trash this, gain a Gold. |
|
Dame Sylvia |
Action - Attack - Knight |
5 |
+2 Coins. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Dame Anna |
Action - Attack - Knight |
5 |
You may trash up to 2 cards from your hand. Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6 coins and discard the rest. If a Knight is trashed by this, trash this card. | |
Spoils |
Treasure |
0* |
Worth 3 coins. When you play this, return it to the Spoils pile. (This card is not in the Supply.) |
Prosperity
Name |
Type |
Cost |
Effect |
Notes |
Bank |
Treasure |
7 |
When you play this, it's worth 1 coin per
Treasure card you have in play (counting this). |
|
Bishop |
Action |
4 |
+1 Coin, +1 VP token. Trash a card from
your hand. +VP tokens equal to half its cost in coins, rounded
down. Each other player may trash a card from his hand. |
|
City |
Action |
5 |
+1 Card, +2 Actions. If there are one or
more empty Supply piles, +1 Card. If there are two or more, +1
Coin and +1 Buy. |
|
Contraband |
Treasure |
5 |
Worth 3 coins. +1 Buy. When you play
this, the player to your left names a card. You can't buy that
card this turn. |
|
Counting House |
Action |
5 |
Look through your discard pile, reveal any
number of Copper cards from it, and put them into your hand. |
|
Expand |
Action |
7 |
Trash a card from your hand. Gain a card
costing up to 3 coins more than the trashed card. |
|
Forge |
Action |
7 |
Trash any number of cards from your hand.
Gain a card with a cost exactly equal to the total cost in coins of the
trashed cards. |
|
Goons |
Action - Attack |
6 |
+1 Buy, +2 Coins. Each
other player discards down to 3 cards in hand. | While this is in play,
when you buy a card, +1 VP token. |
|
Grand Market |
Action |
6 |
+1 Card, +1 Action, +1 Buy, +2
Coins. | You can't buy this if you have any Copper in play. |
|
Hoard |
Treasure |
6 |
Worth 2 coins. | While this is
in play, when you buy a Victory card, gain a Gold. |
|
King's Court |
Action |
7 |
You may choose an Action card in
your hand. Play it three times. |
|
Loan |
Treasure |
3 |
Worth 1 coin. When you
play this, reveal cards from your deck until you reveal a
Treasure. Discard or trash it. Discard the other cards. |
|
Mint |
Action |
5 |
You may reveal a Treasure card
from your hand. Cain a copy of it. | When you buy this, trash all
treasures you have in play. |
|
Monument |
Action |
4 |
+2 Coins, +1 VP token. |
|
Mountebank |
Action - Attack |
5 |
+2 Coins. Each other
player may discard a Curse. If he doesn't, he gains a Curse and a
Copper. |
|
Peddler |
Action |
8* |
+1 Card, +1 Action, +1 Coin. |
During your Buy phase, this costs 2 coins less per Action card you have
in play, but not less than 0 coins. |
|
Quarry |
Treasure |
4 |
Worth 1 Coin. | While this is in
play, Action cards cost 2 coins less, but not less than 0. |
|
Rabble |
Action - Attack |
5 |
+3 Cards. Each other
player reveals the top 3 cards of his deck, discard the revealed
Actions and Treasures, and puts the rest back on top in any order he
chooses. |
|
Royal Seal |
Treasure |
5 |
Worth 2 Coins. | While this is
in play, when you gain a card, you may put that cardon top of your deck. |
|
Talisman |
Treasure |
4 |
Worth 1 Coin. | While this is in
play, when you buy a card costing 4 coins or less that is not a Victory
card, gain a copy of it. |
|
Trade Route |
Action |
3 |
+1 Buy, +1 Coin per token on the
Trade Route mat. Trash a card from your hand. |
Setup: Put a token on each
Victory card Supply pile. When a card is gained from that pile,
move the token to the Trate Route mat. |
Vault |
Action |
5 |
+2 Cards. Discard any
number of cards. +1 coin per card discarded. Each other
player may discard 2 cards. If he does, he draws a card. |
|
Venture |
Treasure |
5 |
Worth 1 Coin. When you
play this, reveal cards from your deck until you reveal a
Treasure. Discard the other cards. Play the Treasure. |
|
Watchtower |
Action - Reaction |
3 |
Draw until you have 6 cards in
hand. | When you gain a card, you may reveal this from your hand.
If
you do, either trash that card, or put it on top of your deck. |
|
Workers' Village |
Action |
4 |
+1 Card, +2 Actions, +1 Buy |
|
Platinum |
Treasure |
9 |
Worth 5 Coins. |
If the last randomizer card
drawn is from Prosperity, this is added to the Supply. |
Colony |
Victory |
11 |
10VP |
If the last randomizer card drawn is from Prosperity, this is added to the Supply. |
Adventures
Name |
Type |
Cost |
Effect |
Amulet |
Action - Duration |
3 |
Now and at the start of your next turn, choose
one: +1 Coin; or trash a card from your hand; or gain a Silver. |
Artificer |
Action |
5 |
+1 Card, +1 Action, +1 Coin. Discard any
number of cards. You may gain a card costing exactly 1 coin per
card discarded, putting it on top of your deck. |
Bridge Troll |
Action - Attack - Duration |
5 |
Each other player takes his -1 Coin token.
Now and at the start of your next turn, +1 Buy. | While this is in
play, cards cost 1 coin less on your turns, but not less than 0 coins. |
Caravan Guard |
Action - Duration - Reaction |
3 |
+1 Card, +1 Action. At the start of your
next turn, +1 Coin. | When another player plays an Attack card, you may
play this from your hand. (+1 Action
has no effect if it's not your turn.) |
Coin of the Realm |
Treasure - Reserve |
2 |
Worth 1 Coin. When you play this, put it
on your Tavern mat. | Directly after resolving an action, you may call
this for +2 Actions. |
Distant Lands |
Action - Reserve - Victory |
5 |
Put this on your Tavern mat. | Worth 4VP if on
your Tavern mat at the end of the game (otherwise worth 0VP). |
Dungeon |
Action - Duration |
3 |
+1 Action. Now and at the start of your
next turn: +2 Cards, then discard 2 cards. |
Duplicate |
Action - Reserve |
4 |
Put this on your Tavern mat. |
When you gain a card costing up to 6 coins, you may call this to gain a
copy of that card. |
Gear |
Action - Duration |
3 |
+2 Cards. Set aside up to
2 cards from your hand face down. At the start of your next turn,
put them into your hand. |
Giant |
Action - Attack |
5 |
Turn your Journey token over (it
starts face up). If it's face down, +1 Coin. If it's face
up, +5 Coins and each other player reveals the top card of his deck,
trashes it if it costs from 3 to 6 coins, and otherwise discards it and
gains a Curse. |
Guide |
Action - Reserve |
3 |
+1 Card, +1 Action. Put this
card on your Tavern mat. | At the start of your turn, you may call this
to discard your hand and draw 5 cards. |
Haunted Woods |
Action - Attack - Duration |
5 |
Until your next turn, when any
other player buys a card, he puts his hand on top of his deck in any
order. At the start of your next turn, +3 Cards. |
Hireling |
Action - Duration |
6 |
At the start of each of your
turns for the rest of the game: +1 Card. (This stays in play.) |
Lost City |
Action |
5 |
+2 Cards, +2 Actions. | When you
gain this, each other player draws a card. |
Magpie |
Action |
4 |
+1 Card, +1 Action. Reveal the
top card of your deck. If it's a Treasure, put it into your
hand. If it's an Action or Victory card, gain a Magpie. |
Page |
Action - Traveller |
2 |
+1 Card, +1 Action. | When you
discard this from play, you may exchange it for a Treasure Hunter. |
Treasure Hunter |
Action - Traveller |
3* |
+1 Action, +1 Coin. Gain a
Silver per card the player to your right gained in his turn. | When you
discard this from play, you may exchange it for a Warrior. (This is not in the Supply.) |
Warrior |
Action - Attack - Traveller |
4* |
+2 Cards. For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 or 4 coins. | When you discard this from play, you may exchange it for a Hero. (This is not in the Supply.) |
Hero |
Action - Traveller |
5* |
+2 Coins. Gain a Treasure. | When you discard this from play, you may exchange it for a Champion. (This is not in the Supply.) |
Champion |
Action - Duration |
6* |
+1 Action. For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action. (This card stays in play. This is not in the Supply.) |
Messenger |
Action |
4 |
+1 Buy, +2 Coins. You may put
your deck into your discard pile. | When this is your first buy in a
turn, gain a card costing up to 4 coins, and each other player gains a
copy of it. |
MIser |
Action |
4 |
Choose one: Put a Copper
from your hand onto your Tavern mat; or +1 coin per Copper on your
Tavern mat. |
Port |
Action |
4 |
+1 Card, +2 Actions. | When you
buy this, gain another Port. |
Ranger |
Action |
4 |
+1 Buy. Turn your Journey token
over (it starts face up). If it's face up, +5 Cards. |
Ratcatcher |
Action - Reserve |
2 |
+1 Card, +1 Action. Put this on
your Tavern mat. | At the start of your turn, you may call this, to
trash a card from your hand. |
Raze |
Action |
2 |
+1 Action. Trash this or a
card from your hand. Look at a number of cards from the top of
your deck equal to the cost in coins of the trashed card. Put one
into your hand and discard the rest. |
Relic |
Treasure - Attack |
5 |
Worth 2 coins. When you
play this, each other player puts his -1 Card token on his deck. |
Royal Carriage |
Action - Reserve |
5 |
+1 Action. Put this on
your Tavern mat. | Directly after resolving an Action, if it's still in
play, you may call this, to replay that Action. |
Storyteller |
Action |
5 |
+1 Action, +1 Coin. Play
up to 3 Treasures from you hand. Pay all of your coins: +1 Card
per coin paid. |
Swamp Hag |
Action - Attack - Duration |
5 |
Until your next turn, when any
other player buys a card, he gains a Curse. At the start of your
next turn: +3 Coins. |
Transmorgrify |
Action - Reserve |
4 |
+1 Action. Put this on
your Tavern mat. | At the start of your turn, yo may call this to trash
a card from your hand, gain a card costing up to 1 coin more than it,
and put that card into your hand. |
Treasure Trove |
Treasure |
5 |
Worth 2 coins. When you
play this, gain a Gold and a Copper. |
Wine Merchant |
Action - Reserve |
5 |
+1 Buy, +4 Coins. Put this
on your Tavern mat. | At the end of your Buy phase, if you have at
least 2 coins unspent, you may discarf this from your Tavern mat. |
Peasant |
Action - Traveller |
2 |
+1 Buy, +1 Coin. | When you
discard this from play, you may exchange it for a Soldier. |
Soldier |
Action - Attack - Traveller |
3* |
+2 Coins. +1 coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card. | When you discard this from play, you may exchange it for a Fugitive. (This is not in the Supply.) |
Fugitive |
Action - Traveller |
4* |
+2 Cards, +1 Action. Discard a card. | When you discard this from play, you may exchange it for a Disciple. (This is not in the Supply.) |
Disciple |
Action - Traveller |
5* |
You may play an Action card from your hand twice. Gain a copy of it. | When you discard this from play, you may exchange it for a Teacher. (This is not in the Supply.) |
Teacher |
Action - Reserve |
6* |
Put this on your Tavern mat. | At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). (This is not in the Supply.) |
Events |
Event |
Varies |
There can be at most 2 Events in
play. They may be purchased for their stated price to obtain the
effects on the card. This does take up a Buy, but the card
remains on the table and is not taken into hand. |
Empires
Name |
Type |
Cost |
Effect |
Notes |
Archive |
Action - Duration |
5 |
+1 Action. Set aside the top 3 cards of your
deck face down (you may look at them). Now and at the start of
your next two turns, put one of them into your hand. |
|
Captial |
Treasure |
5 |
Worth 6 coins. +1 Buy | When you discard this
from play, take 6 debt, and then you may pay off debt. |
|
Catapult |
Action - Attack |
3 |
+1 Coin. Trash a card from your
hand. If it costs 3 coins or more, each other player gains a
Curse. If it's a Treasure, each other player discards down to 3
cards in hand. |
Shares a Supply pile with Rocks. |
Rocks |
Treasure |
4 |
Worth 1 coin. | When you gain or trash this,
gain a Silver; if it is your Buy phase, put the Silver on your deck,
otherwise put it into your hand. |
Shares a Supply pile with
Catapult. |
Chariot Race |
Action |
3 |
+1 Action. Reveal the top card of your deck and
put it into your hand. The player to your left reveals the top
card of their deck. If you card costs more, +1 coin and +1 VP
token. |
|
Charm |
Treasure |
5 |
When you play this, choose one: +1 Buy and
+2 Coins; or the next time you buy a card this turn, you may also gain
a differently named card with the same cost. |
|
City Quarter |
Action |
8 debt |
+2 Actions. Reveal your hand. +1
Card per Action card revealed. |
|
Crown |
Action - Treasure |
5 |
If it's your Action phase, you
may play an Action card from your hand twice. If it's your Buy
phase, you may play a Treasure from your hand twice. |
|
Encampment |
Action |
2 |
+2 Cards, +2 Actions. You may
reveal a Gold or Plunder from your hand. If you do not, set this
aside, and return it to Supply at the start of Clean-up. |
Shares a Supply pile with Plunder. |
Plunder |
Treasure |
5 |
Worth 2 coins. +1 VP token. |
Shares a Supply pile with Encampment. |
Enchantress |
Action - Attack - Duration |
3 |
Until your next turn, the first
time each other player plays an Action card on their turn, they get +1
Card and +1 Action instead of following its instructions. At the
start of your next turn, +2 Cards |
|
Engineer |
Action |
4 debt |
Gain a card costing up to 4
coins. You may trash this. If you do, gain a card costing
up to 4 coins. |
|
Farmers' Market |
Action - Gathering |
3 |
+1 Buy. If there are 4VP
tokens or more onthe Farmers' Market Supply pile, take them and trash
this. Otherwise, add 1 VP token to the pile and then +1 coin per
VP token on the pile. |
|
Forum |
Action |
5 |
+3 Cards, +1 Action. Discard 2
cards. | When you buy this, +1 Buy. |
|
Gladiator |
Action |
3 |
+2 Coins. Reveal a card
from your hand. The player to your left may reveal a copy from
their hand. If they do not, +1 coin and trash a Gladiator from
the Supply. |
Shares a Supply pile with
Fortune. |
Fortune |
Treasure |
8 + 8 debt |
+1 Buy. When you play
this, double your coins if you haven't yet this turn. | When you gain
this, gain a Gold per Gladiator you have in play. |
Shares a Supply pile with
Gladiator. |
Groundskeeper |
Action |
5 |
+1 Card, +1 Action | While this
is in play, when you gain a Victory card, +1 VP token. |
|
Legionary |
Action - Attack |
5 |
+3 Coins. You may reveal a Gold
from your hand. If you do, each other player discards down to 2
cards in hand, then draws a card. |
|
Royal Blacksmith |
Action |
8 debt |
+5 Cards. Reveal your hand;
discard the Coppers. |
|
Overlord |
Action |
8 debt |
Play this as if it were an
Action card in the Supply costing up to 5 coins. This is that
card until it leaves play. |
|
Patrician |
Action |
2 |
+1 Card, +1 Action. Reveal the
top card of your deck. If it costs 5 coins or more, put it into
your hand. |
Shares a Supply pile with
Emporium. |
Emporium |
Action |
5 |
+1 Card, +1 Action, +1 Coin |
When you gain this, if you have at least 5 Action cards in play, +2 VP
tokens. |
Shares a Supply pile with
Patrician. |
Sacrifice |
Action |
4 |
Trash a card from your
hand. If it's an... Action card, +2 Cards, +2 Actions; Treasure
card, +2 Coins; Victory card, +2 VP tokens. |
|
Settlers |
Action |
2 |
+1 Card, +1 Action. Look
through your discard pile. You may reveal a Copper from it and
put it into your hand. |
Shares a Supply pile with
Bustling Village. |
Bustling Village |
Action |
5 |
+1 Card, +3 Actions. Look
through your discard pile. You may reveal a Settlers from it and put it
into your hand. |
Shares a Supply pile with
Settlers. |
Temple |
Action - Gathering |
4 |
+1 VP token. Trash from 1 to 3
differently named cards from your hand. Add 1 VP token to the
Temple Supply pile. | When you gain this, take the VP tokens from the
Temple Supply pile. |
|
Villa |
Action |
4 |
+2 Actions, +1 Buy, +1 Coin |
When you gain this, put itinto your hand, +1 Action, and if it's your
Buy phase return to your Action phase. |
|
Wild Hunt |
Action - Gathering |
5 |
Choose one: +3 Cards and
add 1 VP token to the Wile Hunt Supply pile; or gain an Estate, and if
you do, take the VP tokens from the pile. |
|
Humble Castle |
Treasure - Victory - Castle |
3 |
Worth 1 coin. | Worth 1VP per
Castle you have. |
Shares a Supply pile with the
other Castles. |
Crumbling Castle |
Victory - Castle |
4 |
1VP | When you gain or trash
this, +1 VP token and gain a Silver |
Shares a Supply pile with the other Castles. |
Small Castle |
Action - Victory - Castle |
5 |
Trash this or a Castle from your
hand. If you do, gain a Castle. | 2VP |
Shares a Supply pile with the other Castles. |
Opulent Castle |
Victory - Castle |
6 |
2VP | When you gain this during
your turn, gain a Gold, and each other player with 5 or more cards in
hand puts 2 cards from their hand onto their deck. |
Shares a Supply pile with the other Castles. |
Haunted Castle |
Action - Victory - Castle |
7 |
Discard any number of Victory
cards. +2 Coins per card discarded. | 3VP |
Shares a Supply pile with the other Castles. |
Sprawling Castle |
Victory - Castle |
8 |
4VP | When you gain this, gain a
Duchy or 3 Estates. |
Shares a Supply pile with the other Castles. |
Grand Castle |
Victory - Castle |
9 |
5VP | When you gain this, reveal
your hand. +1VP token per Victory card in your and and/or in play. |
Shares a Supply pile with the other Castles. |
King's Castle |
Victory - Castle |
10 |
Worth 2VP per Castle you have. |
Shares a Supply pile with the other Castles. |
Landmarks |
Landmark |
N/A |
There can be at most 2 Landmarks
in play. They provide additional ways to earn VP at the end of
the game. |
|
Events |
Event |
Varies |
There can be at most 2 Events in play. They may be purchased for their stated price to obtain the effects on the card. This does take up a Buy, but the card remains on the table and is not taken into hand. |
Nocturne
Name |
Type |
Cost |
Effect |
Notes |
Bard |
Action - Fate |
4 |
+2 Coins. Receive a Boon. |
|
Blessed Village |
Action - Fate |
4 |
+1 Card, +2 Actions | When you gain this, take a
Boon. Receive it now or at the start of your next turn. |
|
Cemetary |
Victory |
4 |
2VP | When you gain this, trash up to 4 cards
from your hand. |
If this is in play, one of your
starting Coppers is replaced by a Haunted Mirror. |
Haunted Mirror |
Treasure - Heirloom |
0 |
Worth 1 coin. | When you trash this, you may
discard an Action card to gain a Ghost from its pile. |
|
Changeling |
Night |
3 |
Trash this. Gain a copy of a card you have
in play. | In games using this, when you gain a card costing 3 coins or
more, you may exchange it for a Changeling. |
|
Cobbler |
Night - Duration |
5 |
At the start of your next turn, gain a card to
your hand costing up to 4 coins. |
|
Conclave |
Action |
4 |
+2 Coins. You may play an Action card from your
hand that you don't have a copy of in play. If you do, +1 Action. |
|
Crypt |
Night - Duration |
5 |
Set aside any number of
Treasures you have in play, face down (under this). While any
remain, at the start of each of your turns, put one of them into your
hand. |
|
Cursed Village |
Action - Doom |
5 |
+2 Actions. Draw until you have
6 cards in hand. | When you gain this, receive a Hex. |
|
Den of Sin |
Night - Duration |
5 |
At the start of your next turn,
+2 Cards. | This is gained to your hand (instead of your discard pile). |
|
Devil's Workshop |
Night |
4 |
If the number of cards you've
gained this turn is: 2+, gain an Imp from its pile; 1, gain a card
costing up to 4 coins; 0, gain a Gold. |
|
Druid |
Action - Fate |
2 |
+1 Buy. Receive one of the
set-aside Boons (leaving it there). |
Setup: Set aside the top 3 Boons
face up. |
Will-o-Wisp |
Action - Spirit |
0* |
+1 Card, +1 Action. Reveal the
top card ofyour deck. If it costs 2 coins or less, put it into
your hand. (This card is not in the
Supply.) |
|
Imp |
Action - Spirit |
2* |
+2 Cards. You may play an Action card from your hand that you don't have a copy of in play. (This card is not in the Supply.) | |
Ghost |
Night - Duration - Spirit |
4* |
Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice. (This card is not in the Supply.) | |
Exorcist |
Night |
4 |
Trash a card from your
hand. Gain a cheaper Spirit from one of the Spirit piles. |
|
Faithful Hound |
Action - Reaction |
2 |
+2 Cards | When you discard this
other than during Clean-up, you may set it aside, and put it into your
hand at the end of the turn. |
|
Ghost Town |
Night - Duration |
3 |
At the start of your next turn,
+1 Card and +1 Action | This is gained to your hand (instead of your
discard pile). |
|
Guardian |
Night - Duration |
2 |
Until your next turn, when
another player plays an Attack card, it doesn't affect you. At
the start of your next turn, +1 Coin. | This is gained to your hand
(instead of your discard pile). |
|
Idol |
Treasure - Attack - Fate |
5 |
Worth 2 coins. When you play
this, if you then have an odd number of Idols in play, receive a Boon;
if an even number, each other player gains a Curse. |
|
Leprechaun |
Action - Doom |
3 |
Gain a Gold. If you have exactly
7 cards in play, gain a Wish from its pile. Otherwise, receive a
Hex. |
|
Monestary |
Night |
2 |
For each card you've gained this
turn, you may trash a card from your hand or a Copper you have in play. |
|
Necromancer |
Action |
4 |
Play a face up, non-Duration
Action card form the trash, leaving it there and turning it face down
for the turn. |
Setup: Put the 3 Zombies into
the trash. |
Zombie Apprentice |
Action - Zombie |
3 |
You may trash an Action card
from your hand for +3 Cards and +1 Action. |
|
Zombie Mason |
Action - Zombie |
3 |
Trash the top card of your
deck. You may gain a card costing up to 1 coin more than it. |
|
Zombie Spy |
Action - Zombie |
3 |
+1 Card, +1 Action. Look at the
top card of your deck. Discard it or put it back. |
|
Night Watchman |
Night |
3 |
Look at the top 5 cards in your
deck, discard any number,and put the rest back in any order. | This is
gained to your hand (rather than your discard pile). |
|
Pixie |
Action - Fate |
2 |
+1 Card, +1 Action. Discard the
top Boon. You may trash this to receive that Boon twice. |
If this is in play, one of your
starting Coppers is replaced by a Goat. |
Goat |
Treasure - Heirloom |
2 |
Worth 1 coin. When you
play this, you may trash a card from your hand. |
|
Pooka |
Action |
5 |
You may trash a Treasure other
than Cursed Gold from your hand for +4 Cards. |
If this is in play, one of your
starting Coppers is replaced by Cursed Gold. |
Cursed Gold |
Treasure - Heirloom |
4 |
Worth 3 coins. When you
play this, gain a Curse. |
|
Raider |
Night - Duration - Attack |
6 |
Each other player with 5 or more
cards in hand discards a copy of a card you have in play (or reveals
they can't). At the start of your next turn, +3 Coins. |
|
Sacred Grove |
Action - Fate |
5 |
+1 Buy, +3 Coins. Receive a
Boon. If it doesn't give +1 Coin, each other player may receive it. |
|
Secret Cave |
Action - Duration |
3 |
+1 Card, +1 Action. You may
discard 3 cards. If you did, then at the start of your next turn,
+3 Coins. |
If this is in play, one of your
starting Coppers is replaced by a Magic Lamp. |
Magic Lamp |
Treasure - Heirloom |
0 |
Worth 1 coin. When you play
this, if there are at least 6 cards that you have exactly 1 copy of in
play, trash this. If you do, gain 3 Wishes from their pile. |
|
Shepherd |
Action |
4 |
+1 Action. Discard any number of
Victory cards, revealing them. +2 Cards per card discarded. |
If this is in play, one of your
starting Coppers is replace by a Pasture. |
Pasture |
Treasure - Victory - Heirloom |
2 |
Worth 1 coin | Worth 1VP per
Estate you have. |
|
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. |
If this is in play, one of your
starting Coppers is replaced by a Lucky Coin. |
Lucky Coin |
Treasure - Heirloom |
4 |
Worth 1 coin. When you play
this, gain a Silver. |
|
Wish |
Action |
0* |
+1 Action. Return this to its pile. If you did, gain a card to your hand costing up to 6 coins. (This card is not in the Supply.) | |
Skulk |
Action - Attack - Doom |
4 |
+1 Buy. Each other player
receives a Hex. | When you gain this, gain a Gold. |
|
Tormentor |
Action - Attack - Doom |
5 |
+2 Coins. If you have no other
cards in play, gain an Imp from its pile. Otherwise, each other
player receives a Hex. |
|
Tragic Hero |
Action |
5 |
+3 Cards, +1 Buy. If you have 8
or more cards in hand (after drawing), trash this and gain a Treasure. |
|
Tracker |
Action - Fate |
2 |
+1 Coin. Receive a Boon. | While
this is in play, when you gain a card, you may put that card onto your
deck. |
If this is in play, one of your
starting Coppers is replaced by a Pouch. |
Pouch |
Treasure - Heirloom |
2 |
Worth 1 coin. +1 Buy. |
|
Werewolf |
Action - Attack - Night - Doom |
5 |
If it's your Night phase, each
other player receives the next Hex. Otherwise, +3 cards. |
|
Vampire |
Night - Attack - Doom |
5 |
Each other player receives the
next Hex. Gain a card costing up to 5 coins other than a
Vampire. Exchange this for a Bat. |
|
Bat |
Night |
2* |
Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire. (This card is not in the Supply.) |
Renaissance
Name |
Type |
Cost |
Effect |
Acting Troupe |
Action |
3 |
+4 Villagers. Trash this. |
Border Guard |
Action |
2 |
+1 Action. Reveal the top 2 cards of your deck.
Put one into your hand and discard the other. If both were
Actions, take the Lantern or Horn. |
Horn |
Artifact |
N/A |
Once per turn, when you discard a Border Guard
from play, you may put it onto your deck. |
Lantern |
Artifact |
N/A |
Your Border Guards reveal 3 cards and discard 2.
(It takes all 3 being Actions to take the Horn.) |
Cargo Ship |
Action - Duration |
3 |
+2 Coins. Once this turn, when you gain a card,
you may set it aside face up (on this). At the start of your next
turn, put it into your hand. |
Ducat |
Treasure |
2 |
+1 Coffers, +1 Buy | When you gain this, you may
trash a Copper from your hand. |
Experiment |
Action |
3 |
+2 Cards, +1 Action. Return this to Supply. |
When you gain this, gain another Experiment (that doesn't come with
another). |
Flag Bearer |
Action |
4 |
+2 Coins | When you gain or
trash this, take the Flag. |
Flag |
Artifact |
N/A |
When drawing your hand, +1 Card. |
Hideout |
Action |
4 |
+1 Card, +2 Actions. Trash a
card from your hand. If it's a Victory card, gain a Curse. |
Improve |
Action |
3 |
+2 Coins. At the start of
Clean-up, you may trash an Action card you would discard from play this
turn, to gain a card costing exactly 1 coin more than it. |
Inventor |
Action |
4 |
Gain a card costing up to 4
coins, then cards cost 1 coin less this turn (but not less than 0
coins). |
Lackeys |
Action |
2 |
+2 Cards | When you gain this,
+2 Villagers |
Mountain Village |
Action |
4 |
+2 Actions. Look through
your discard pile and put a card from it into your hand; if you can't
+1 Card. |
Old Witch |
Action - Attack |
5 |
+3 Cards. Each other player
gains a Curse and may trash a Curse from their hand. |
Patron |
Action - Reaction |
4 |
+1 Villager, +2 Coins | When
something causes you to reveal this (using the word "reveal"), +1
Coffers |
Priest |
Action |
4 |
+2 Coins. Trash a card from your
hand. For the rest of this turn, when you trash a card, +2 Coins. |
Recruiter |
Action |
5 |
+2 Cards. Trash a card from your
hand. +1 Villager per coin it costs. |
Research |
Action - Duration |
4 |
+1 Action. Trash a card from
your hand. Per coin it costs, set aside a carf from your deck face down
(on this). At the start of your next turn, put those cards into your
hand. |
Scepter |
Treasure |
5 |
When you play this, choose one:
+2 Coins; or replay an Action card you played this turn that's still in
play. |
Scholar |
Action |
5 |
Discard your hand. +7 Cards. |
Sculptor |
Action |
5 |
Gain a card to your hand costing
up to 4 coins. If it's a Treasure, +1 Villager. |
Seer |
Action |
5 |
+1 Card, +1 Action. Reveal the
top 3 cards of your deck. Put the ones costing from 2 to 4 coins into
your hand. Put the rest back in any order. |
Silk Merchant |
Action |
4 |
+2 Cards, +1 Buy | When you gain
or trash this, +1 Coffers and +1 Villager |
Spices |
Treasure |
5 |
Worth 2 coins. +1 Buy | When you
gain this, +2 Coffers |
Swashbuckler |
Action |
5 |
+3 Cards. If your discard
pile has any cards in it: +1 Coffers, then if you have at least 4
Coffers tokens, take the Treasure Chest. |
Treasure Chest |
Artifact |
N/A |
At the start of your Buy phase,
gain a Gold. |
Treasurer |
Action |
5 |
+3 Coins. Choose one: Trash a
Treasure from your hand; or gain a Treasure from the trash to your
hand; or take the Key. |
Key |
Artifact |
N/A |
At the start of your turn, +1
Coin. |
Villan |
Action - Attack |
5 |
+2 Coffers. Each other player
with 5 or more cards in hand discards one costing 2 coins or more (or
reveals they can't). |
Projects |
Project |
Varies |
At most 2 in play. When
paying the cost of the project, place a token of your color on
it. You gain the effect for the remainder of the game. |
Menagerie
Name |
Type |
Cost |
Effect |
Animal Fair |
Action |
7* |
+4 Coins, +1 Buy per empty supply pile. |
Instead of paying this card's cost, you may trash an Action card from
your hand. |
Barge |
Action - Duration |
5 |
Either now or at the start of your next turn, +3
Cards and +1 Buy. |
Black Cat |
Action - Attack - Reaction |
2 |
+2 Cards. If it isn't your turn, each
other player gains a Curse. | When another player gains a Victory card,
you may play this from your hand. |
Bounty Hunter |
Action |
4 |
+1 Action. Exile a card from your hand. If
you didn't have a copy of it in Exile, +3 coins. |
Camel Train |
Action |
3 |
Exile a non-Victory card from the Supply. | When
you gain this, Exile a Gold from the Supply. |
Cardinal |
Action - Attack |
4 |
+2 Coins. Each other player reveals the top 2
cards of their deck, Exiles one costing from 3 to 6 coins, and discards
the rest. |
Cavalry |
Action |
4 |
Gain 2 Horses. | When you gain this, +2 Cards,
+1 Buy, and if it's your Buy phase return to your Action phase. |
Coven |
Action - Attack |
5 |
+1 Action, +2 Coins. Each
other player Exiles a Curse from the Supply. If they can't, they
discard their Exiled Curses. |
Destrier |
Action |
6* |
+2 Cards, +1 Action | During
your turns, this costs 1 coin less per card you've gained this turn. |
Displace |
Action |
5 |
Exile a card from your
hand. Gain a differently named card costing up to 2 coins more
than it. |
Falconer |
Action - Reaction |
5 |
Gain a card to your hand costing
less than this. | When any player gains a card with 2 or more types
(Action, Attack, etc.), you may play this from your hand. |
Fisherman |
Action |
5* |
+1 Card, +1 Action, +1 Coin |
During your turns, if your discard pile is empty, this costs 3 coins
less. |
Gatekeeper |
Action - Duration - Attack |
5 |
At the start of your next turn,
+3 coins. Until then, when another player gains an Action or
Treasure card they don't have an Exiled copy of, they Exile it. |
Goatherd |
Action |
3 |
+1 Action. You may trash a
card from your hand. +1 Card per card the player to your right
trashed on their last turn. |
Groom |
Action |
4 |
Gain a card costing up to 4
coins. If it's an... Action card, gain a Horse; Treasure card,
gain a Silver; Victory card, +1 Card and +1 Action. |
Hostelry |
Action |
4 |
+1 Card, +2 Actions | When you
gain this, you may discard any number of Treasures, revealed, to gain
that many Horses. |
Hunting Lodge |
Action |
5 |
+1 Card, +2 Actions. You
may discard your hand for +5 Cards. |
Kiln |
Action |
5 |
+2 Coins. The next time
you play a card this turn, you may first gain a copy of it. |
Livery |
Action |
5 |
+3 Coins. This turn, when
you gain a card costing 4 coins or more, gain a Horse. |
Mastermind |
Action - Duration |
5 |
At the start of your next turn,
you may play an Action card from your hand three times. |
Paddock |
Action |
5 |
+2 Coins. Gain 2
Horses. +1 Action per empty Supply pile. |
Sanctuary |
Action |
5 |
+1 Card, +1 Action, +1
Buy. You may Exile a card from your hand. |
Horse |
Action |
3* |
+2 Cards, +1 Action.
Return this to its pile. (This
card is not in the Supply.) |
Scrap |
Action |
3 |
Trash a card from your
hand. Choose a different thing per coin it costs: +1 Card;
+1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse. |
Sheepdog |
Action - Reaction |
3 |
+2 Cards | When you gain a card,
you may play this from your hand. |
Sleigh |
Action - Reaction |
2 |
Gain 2 Horses | When you gain a
card, you may discard this, to put that card into your hand or onto
your deck. |
Snowy Village |
Action |
3 |
+1 Card, +4 Actions, +1
Buy. Ignore any further +Actions you get this turn. |
Stockpile |
Treasure |
3 |
Worth 3 Coins. +1
Buy. When you play this, Exile it. |
Supplies |
Treasure |
2 |
Worth 1 Coin. When you
play this, gain a Horse onto your deck. |
Village Green |
Action - Duration - Reaction |
4 |
Either now or at the start of
your next turn, +1 Card and +2 Actions | When you discard this other
than during Clean-up, you may play it. |
Wayfarer |
Action |
6* |
+3 Cards. You may gain a
Silver | This has the same cost as the last other card gained this
turn, if any. |
Allies
Name |
Type |
Cost |
Effect | Notes |
Herb Gatherer |
Action - Augur |
3 |
+1
Bu., Put your deck into your discard pile. Look through it and
you may play a Treasure from it. You may rotate the Augurs | 4 cards of this available, in the same pile as the other Augurs |
Acolyte |
Action - Augur |
4 |
You may trash an Action or Victorycard from you hand to gain a Gold. You may trash this to gain an Augur | 4 cards of this available, in the same pile as the other Augurs |
Sorceress |
Action - Attack - Augur |
5 |
+1
Action. Name a card. Reveal the top card of your deck and put it
into your hand. If it's the named card, each other player gains a
Curse. | 4 cards of this available, in the same pile as the other Augurs |
Sibyl |
Action - Augur |
6 |
+4 Cards, 1+ Action. Put a card from your hand on top of your deck, and another on the bottom. | 4 cards of this available, in the same pile as the other Augurs |
Barbarian |
Action - Attack |
5 |
+2
Coins. Each other player trashes the top card of their
deck. If it costs 3 or more they gain a cheaper card sharing the
same type with it, otherwise, they gain a Curse. | |
Bauble |
Treasure - Liaison |
2 |
Choose two different options: +1 Buy, +1 Coin, +1 Favor; this turn, when you gain a card, you may put it onto your deck. | |
Broker |
Action - Liaison |
4 |
Trash
a card from your hand and choose one: +1 Card per coin it costs; +1
Action per coin it costs; +1 Coin per coin it costs; or +1 Favor per
coin it costs. | |
Capital City |
Action |
5 |
+1 Card, +2 Actions. You may discard 2 cards for +2 Coins. You may pay 2 coins for +2 Cards. | |
Carpenter |
Action |
4 |
If
no Supply piles are empty, +1 Action and gain a card costing up to 4
coins. Otherwise, trash a card from your hand and gain a card
costing up to 2 coins more than it. | |
Battle Plan |
Action - Clash |
3 |
+1 Card, +1 Action. You may reveal an Attack card from your hand for +1 Card. You may rotate any Supply pile | 4 cards of this available, in the same pile as the other Clashes |
Archer |
Action - Attack - Clash |
4 |
+2 Coins. Each other player with 5 or more cards in hand reveals all but one, and discards one of them that you choose. | 4 cards of this available, in the same pile as the other Clashes |
Warlord |
Action - Duration - Attack - Clash |
5 |
+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. | 4 cards of this available, in the same pile as the other Clashes |
Territory |
Victory - Clash |
6 |
Worth 1VP per differently named Victory card you have. | When you gain this, gain a Gold per empty Supply pile. | 4 cards of this available, in the same pile as the other Clashes |
Contract |
Treasure - Duration - Liaison |
5 |
Worth 2 coins, +1 Favor. You may set aside an Action from your hand to plat it at the start of your next turn. | |
Courier |
Action |
4 |
+1
Coin. Discard the top card of your deck. Look through your
discard pile; you may plan an Action or Treasure from it. | |
Emissary |
Action - Liaison |
5 |
+3 Cards. If this made you reshuffle (at least one card), +1 Action and +2 Favors | |
Tent |
Action - Fort |
3 |
+2 Coins. You may rotate the Forts. | When you discard this from play, you may put it onto your deck. | 4 cards of this available, in the same pile as the other Forts |
Garrison |
Action - Duration - Fort |
4 |
+2
Coins. This turn, when you gain a card, add a token here.
At the start of your next turn, remove them for +1 Card each. | 4 cards of this available, in the same pile as the other Forts |
Hill Fort |
Action - Fort |
5 |
Gain a card costing up to 4 coins. Choose one: Put it into your hand, or +1 Cad and +1 Action. | 4 cards of this available, in the same pile as the other Forts |
Stronghold |
Action - Victory - Duration - Fort |
6 |
Choose one: +3 coins; or at the start of your next turn, +3 Cards. | 2VP | 4 cards of this available, in the same pile as the other Forts |
Galleria |
Action |
5 |
+3 Coins. This turn, when you gain a card costing 3 or 4 coins, +1 Buy. | |
Guildmaster |
Action - Liaison |
5 |
+3 Coins. This turn, when you gain a card, +1 Favor | |
Highwayman |
Action - Duration - Attack |
5 |
At the start
of your next turn, discard this from play and +3 Cards. Until
then, the first Treasure each other player plays each turn does nothing. | |
Hunter |
Action |
5 |
+1
Action. Reveal the top 3 cards of your deck. From those
cards, put an Action, a Treasure, and a Victory card into your
hand. Discard the rest. | |
Importer |
Action - Duration - Liaison |
3 |
At the start of your next turn, gain a card costing up to 5 coins. | Setup: Each player gains +4 Favors | |
Inkeeper |
Action |
4 |
+1 Action. Choose one: +1 Card; or +3 Cards, then discard 3 cards; or +5 Cards, then discard 6 cards. | |
Marquis |
Action |
6 |
+1 Buy. +1 Card per card in your hand. Discard down to 10 cards in hand. | |
Merchant Camp |
Action |
3 |
+2 Actions, +1 Coin. | When you discard this from play, you may put it onto your deck. | |
Modify |
Action |
5 |
Trash
a card from your hand. Choose one: +1 Card and +1 Action;
or gain a card costing up to 2 coins more than the trashed card. | |
Old Map |
Action - Odyssey |
3 |
+1 Card, +1 Action. Discard a card. +1 Card. You may rotate the Odysseys | 4 cards of this available, in the same pile as the other Odysseys |
Voyage |
Action - Duration - Odyssey |
4 |
+1
Action. If the previous turn wasn't yours, take an extra turn
after this one, during which you can only play 3 cards from your hand. | 4 cards of this available, in the same pile as the other Odysseys |
Sunken Treasure |
Treasure - Odyssey |
5 |
Gain an Action card you don't have a copy of in play. |
4 cards of this available, in the same pile as the other Odysseys |
Distant Shore |
Action - Victory - Odyssey |
6 |
+2 Cards, +1 Action. Gain an Estate. | 2VP |
4 cards of this available, in the same pile as the other Odysseys |
Royal Galley |
Action - Duration |
4 |
+1 Card. You may play a
non-Duration Action card from your hand. Set it aside; if you
did, then at the start of your next turn, play it. |
|
Sentinel |
Action |
3 |
Look at the top 5 cards of your deck. You may trash up to 2 of them. Put the rest back in any order. |
|
Skirmisher |
Action - Attack |
5 |
+1 Card, +1 Action, +1 Coin. This turn, when you gain an Attack card, each other player discards down to 3 cards in hand. |
|
Specialist |
Action |
5 |
You may play an Action or Treasure from your hand. Choose one: Play it again or gain a copy of it. |
|
Swap |
Action |
5 |
+1 Card, +1 Action. You
may return an Action from your hand to its pile, to gain to your hand a
differnt action costing up to 5 coins. |
|
Sycophant |
Action - Liaison |
2 |
+1 Action. Discard 3 cards. If you discarded at least one, +3 coins. | When you gain or trash this, +2 Favors. |
|
Town |
Action |
4 |
Choose one: +1 Card and +2 Actions; or +1 Buy and +2 Coins. |
|
Town Crier |
Action - Townsfolk |
2 |
Choose one: +2 Coins; or gain a Silver; or +1 Card and +1 Action. You may rotate the Townsfolk |
4 cards of this available, in the same pile as the other Townsfolk. |
Blacksmith |
Action - Townsfolk |
3 |
Choose one: Draw until you have 6 cards in hand; or +2 Cards; or +1 Card and +1 Action |
4 cards of this available, in the same pile as the other Townsfolk. |
Miller |
Action - Townsfolk |
4 |
+1 Action. Look at the top 4 cards of your deck. Put one into your hand and discard the rest. |
4 cards of this available, in the same pile as the other Townsfolk. |
Elder |
Action - Townsfolk |
5 |
+2 Coins. You may play an
Action card from your hand. When it gives you a choice of
abilities (e.g. "choose one") this turn, you may choose an extra
(different) option. |
4 cards of this available, in the same pile as the other Townsfolk. |
Underling |
Action - Liaison |
3 |
+1 Card, +1 Action, +1 Favor |
|
Student |
Action - Wizard - Liaison |
3 |
+1 Action. You may rotate
the Wizard. Trash a card from your hand. If it's a
Treasure, +1 Favor and put this onto your deck. |
4 cards of this available, in the same pile as the other Wizards. |
Conjurer |
Action - Duration - Wizard |
4 |
Gain a card costing up to 4 coins. At the start of your next turn, put this into your hand. |
4 cards of this available, in the same pile as the other Wizards. |
Sorcerer |
Action - Attack - Wizard |
5 |
+1 Card, +1 Action. Each
other player names a card, then reveals the top card of their
deck. If wrong, they gain a Curse. |
4 cards of this available, in the same pile as the other Wizards. |
Lich |
Action - Wizard |
6 |
+6 Cards, +2 Actions. Skip a turn. | When you trash this, discard it and gain a cheaper card from the trash. |
4 cards of this available, in the same pile as the other Wizards. |
Allies |
Allies |
N/A |
If at least one Liaison card in play, place one Ally in play. It's effects may be used with Favors. |
Rotating a pile applies only to split piles (Augur, Clash, Fort, Odyssey, Townfolk, or Wizard). Rotating a pile involves moving all copies of the top card to the bottom of the deck.
Bonus Cards
These cards are not available in the regular
sets. Most of them were issued at various conventions, but they
are now available separately.
Name |
Type |
Cost |
Effect |
Notes |
Black Market |
Action |
3 |
Reveal the top 3 cards of the Black Market
deck. You may buy one of them immediately. Put the unbought
cards on the bottom of the Black Market deck in any order. |
Before the game, make a Black
Market deck out of one copy of each Kingdom card not in the supply. |
Envoy |
Action |
4 |
Reveal the top 5 cards of your deck. The
player to your left choose one for you to discard. Draw the rest. |
|
Governor |
Action |
5 |
+1 Action. Choose one; you get the version
in parentheses: Each player gets +1 (+3) Cards; or each player gains a
Silver (Gold); or each player may trash a card from his hand and gain a
card costing exactly 1 coin (2 coins) more. |
|
Stash |
Treasure |
5 |
Worth 2 coins. | When you shuffle, you may put
this anywhere in your deck. |
. |
Walled Village |
Action |
4 |
+1 Card, +2 Actions. | At the start of Clean-up,
if you have this and no more than one other Action card in play, you
may put this on top of your deck. |
Plunder
Name |
Type |
Cost |
Effect |
Abundance |
Treasure - Duration |
4 |
The next time you gain an Action card: +1 Buy and +3 Coins |
Buried Treasure |
Treasure - Duration |
5 |
At the start of your next turn, +1 Buy and +3 Coins | When you gain this, play it. |
Cabin Boy |
Action - Duration |
4 |
+1 Card, +1 Action. At the start of your next turn, choose one: +2 coins; or trash this to gain a Duration card |
Cage |
Treasure - Duration |
2 |
Set
aside up to 4 cards from your hand face down (on this). The next
time you gain a Victory card, trash this, and put the set aside cards
into your hand at the end of turn. |
Crew |
Action - Duration |
5 |
+3 Cards. At the start of your next turn, put this onto your deck. |
Crucible |
Treasure |
4 |
Trash a card from your hand. +1 Coin per Coin it costs. |
Cutthroat |
Action - Duration - Attack |
5 |
Each
other player discards down to 3 cards in hand. The next time
anyone gains a Treasure costing 5 coins or more, gain a Loot. |
Enlarge |
Action - Duration |
5 |
Now and at the start of your next turn: Trash a card from your hand, and gain one costing up to 2 Coins more. |
Figurine |
Treasure |
5 |
+2 Cards. You may discard an Action card for +1 Buy and +1 Coin |
First Mate |
Action |
5 |
Play any number of Action cards with the same name from your and, then draw until you have 6 cards in hand. |
Flagship |
Action - Duration - Command |
4 |
+2 Coins. The next time you play a non-Command Action card, replay it. |
Fortune Hunter |
Action |
4 |
+2
Coins. Look at the top 3 cards of your deck. You may play a
Treasure from them. Put the rest back in any order. |
Frigate |
Action - Duration - Attack |
5 |
+3
Coins. Until the start of your next turn, each time another player
plays an Action card, they discard down to 4 cards in hand afterwards. |
Gondola |
Treasure - Duration |
4 |
Either now or at the start of your next turn: +2 Coins | When you gain this, you may play an Action card from your hand. |
Grotto |
Action - Duration |
2 |
+1
Action. Set aside up to 4 cards from your hand face down (on
this). At the start of your next turn, discard them, then draw as
many. |
Harbor Village |
Action |
4 |
+1 Card, +2 Actions. After the next Action you play this turn, if it gave you Coins, +1 Coin. |
Jewelled Egg |
Treasure |
2 |
Worth 1 Coin. +1 Buy | When you trash this, gain a Loot |
King's Cache |
Treasure |
7 |
You may play a Treasure from your hand 3 times. |
Landing Party |
Action - Duration |
4 |
+2 Cards, +2 Actions. The next time the first card you play on a turn is a Treasure, put this onto your deck afterwards. |
Longship |
Action - Duration |
5 |
+2 Actions. At the start of your next turn, +2 Cards |
Mapmaker |
Action - Reaction |
4 |
Look
at the top 4 cards of your deck. Put 2 into your hand and discard
the rest. | When any player gains a Victory card, you may play this
from your hand. |
Maroon |
Action |
4 |
Trash a card from your hand. +2 Cards per type it has (Action, Attack, etc.) |
Mining Road |
Action |
5 |
+1 Action, +1 Buy, +2 Coins. Once this turn, when you gain a Treasure, you may play it. |
Pendant |
Treasure |
5 |
+1 Coin per differently named Treasure you have in play. |
Pickaxe |
Treasure |
5 |
Worth 1 Coin. Trash a card from your hand. If it costs 3 Coins or more, gain a Loot to your hand. |
Pilgrim |
Action |
5 |
+4 Cards. Put a card from your hand onto your deck. |
Quartermaster |
Action - Duration |
5 |
At
the start of each of your turns for the rest of the game, choose
one: Gain a card costing up to 4 Coins, setting it aside on this;
or put a card from this into your hand. |
Rope |
Treasure - Duration |
4 |
Worth 1 Coin. +1 Buy. At the start of your next turn, +1 Card and you may trash a card from your hand. |
Sack of Loot |
Treasure |
6 |
Worth 1 Coin. +1 Buy. Gain a Loot. |
Search |
Action - Duration |
2 |
+2 Coins. The next time a Supply pile empties, trash this and gain a Loot. |
Secluded Shrine |
Action - Duration |
3 |
+1 Coin. the next time you gain a Treasure, trash up to 2 cards from your hand. |
Shamen |
Action |
2 |
+1
Action, +1 Coin. You may trash a card from your hand. | In
games using this, at the start of your turn, gain a card from the trash
costing up to 6. |
Silver Mine |
Treasure |
5 |
Gain a Treasure costing less than this to your hand. |
Siren |
Action - Duration - Attack |
3 |
Each
other player gains a Curse. At the start of your net turn, draw
until you have 8 cards in hand. | When you gain this, trash it unless
you trash an Action from your hand. |
Stowaway |
Action - Duration - Reaction |
3 |
At the start of yur next turn, +2 Cards. | When anyone gains a Duration card, you may play this from your hand. |
Swamp Shacks |
Action |
4 |
+2 Actions. +1 Card per 3 cards you have in play (rounded down). |
Taskmaskter |
Action - Duration |
3 |
+1
Action, +1 Coin, and if you gain a card costing exactly 5 Coins this
turn, then at the start of your next turn, repeat this ability. |
Tools |
Treasure |
4 |
Gain a copy of a card anyone has in play. |
Trickster |
Action - Attack |
5 |
Each
other player gains a Curse. Once this turn when you discard a
Treasure from play, you may set it aside. Put it in your hand at
the end of the turn. |
Wealthy Village |
Action |
5 |
+1 Card, +2 Actions | When you gain this, if you have at lest 3 differently named Treasures in play, gain a Loot. |
Amphora |
Treasure - Duration - Loot |
7* |
Either now or at the start of your next turn: +1 Buy and +3 Coins |
Doubloons |
Treasure - Loot |
7* |
Worth 3 Coins. | When you gain this, gain a Gold. |
Endless Chalice |
Treasure - Duration - Loot |
7* |
Now and at the start of each of your turns for the rest of the game: +1 Coin, +1 Buy. |
Figurehead |
Treasure - Duration - Loot |
7* |
Worth 3 Coins. At the start of your next turn, +2 Cards. |
Hammer |
Treasure - Loot |
7* |
Worth 3 Coins. Cain a card costing up to 4 Coins. |
Insignia |
Treasure - Loot |
7* |
Worth 3 Coins. This turn, when you gain a card, you may put it onto your deck. |
Jewels |
Treasure - Duration - Loot |
7* |
Work 3 Coins. +1 Buy. At the start of your next turn, put this on the bottom of your deck. |
Orb |
Treasure - Loot |
7* |
Look through your discard pile. Chose one: Play an Action or Treasure from it; or +1 Buy and +3 Coins. |
Prize Goat |
Treasure - Loot |
7* |
Worth 3 Coins. +1 Buy. You may trash a card from your hand. |
Puzzle Box |
Treasure - Loot |
7* |
Worth
3 Coins. +1 Buy. You may set aside a card from your hand
face down. Put it into your hand at end of turn. |
Sextant |
Treasure - Loot |
7* |
Worth 3 Coins. +1
Buy. Look at the top 5 cards of your deck. Discard any
number. Put the rest back in any order. |
Shield |
Treasure - Reaction - Loot |
7* |
Worth 3 Coins. +1 Buy. | When another player plays an Attack, you may first reveal this from your hand to be unaffected. |
Spell Scroll |
Action - Treasure - Loot |
7* |
Trash this to gain a cheaper card. If it's an Action or Treasure, you may play it. |
Staff |
Treasure - Loot |
7* |
Worth 3 Coins. +1 Buy. You may play an Action from your hand. |
Sword |
Treasure - Attack - Loot |
7* |
Worth 3 Coins. +1 Buy. Each other player discards down to 4 cards in hand. |
Loot cards are not directly purchasable, and can only be gained through other cards that directly say so.