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.