All Cards

Dominion 2nd Edition

Cellar Action $2 +1 Action
Discard any number of cards, then draw that many.
Chapel Action $2 Trash up to 4 cards from your hand.
Moat Action – Reaction $2 +2 Cards
———-
When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
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 first time you play a Silver this turn, +$1.
Vassal Action $3 Discard the top card of your deck. If it’s an Action card, you may play it.
Village Action $3 +1 Card
+2 Actions.
Workshop Action $3 Gain a card costing up to $4.
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).
Gardens Victory $4 Worth 1 Victory for every 10 cards in your deck (rounded down).
Militia Action – Attack $4 +$2
Each other player discards down to 3 cards in their hand.
Moneylender Action $4 You may trash a Copper from your hand. If you do, +$3.
Poacher Action $4 +1 Card
+1 Action
+$1
Discard a card per empty Supply pile.
Remodel Action $4 Trash a card from your hand. Gain a card costing up to $2 more than the trashed card.
Smithy Action $4 +3 Cards.
Throne Room Action $4 You may play an Action card from your hand twice.
Bandit Action – Attack $5 Gain a Gold. Each other player reveals the top two cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.
Council Room Action $5 +4 Cards
+1 Buy
Each other player draws a card.
Festival Action $5 +2 Actions
+1 Buy
+$2.
Laboratory Action $5 +2 Cards
+1 Action.
Library Action $5 Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards.
Market Action $5 +1 Card
+1 Action
+1 Buy
+$1.
Mine Action $5 You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to $3 more than it.
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.
Witch Action – Attack $5 +2 Cards
Each other player gains a Curse card.
Artisan Action $6 Gain a card to your hand costing up to $5. Put a card from your hand onto your deck.

Cards Removed From Dominion 1st Edition

Chancellor Action $3 +$2
You may immediately put your deck into your discard pile.
Woodcutter Action $3 +1 Buy; +$2.
Feast Action $4 Trash this card. Gain a card costing up to $5.
Spy Action  -Attack $4 +1 Card; +1 Action
Each player (including you) reveals the top card of 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 revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.
Adventurer Action $6 +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 in any order.

Intrigue 2nd Edition

Lurker

Courtyard Action $2 +3 Cards
Put a card from your hand onto your deck.
Action $2 +1 Action
Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.
Pawn Action $2 Choose two: +1 Card; +1 Action; +1 Buy; +$1. The choices must be different.
Masquerade Action $3 +2 Cards
Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.
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; or trash 2 cards from your hand.
Swindler Action – Attack $3 +$2
Each other player trashes the top card of their deck and gains a card with the same cost that you choose.
Wishing Well Action $3 +1 Card; +1 Action
Name a card, then reveal the top card of your deck. If you name it, put it in your hand.
Baron Action $4 +1 Buy
You may discard an Estate for +$4. If you don’t gain an Estate.
Bridge Action $4 +1 Buy
+$1
This turn, cards (everywhere) cost $1 less, but not less than $0.
Conspirator Action $4 +$2
If you’ve played 3 or more Actions this turn (counting this), +1 Card and +1 Action.
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 reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.
Ironworks Action $4 Gain a card costing up to $4. If the gained card is an…
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
Mill Action – Victory $4 +1 Card
+1 Action
You may discard 2 cards, for +$2.
———-
1 VP
Mining Village Action $4 +1 Card
+2 Actions
You may trash this for +$2.
Secret Passage Action $4 +2 Cards
+1 Action
Take a card from your hand and put it anywhere in your deck.
Courtier Action $5 Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +$3; or gain a Gold. The choices must be different.
Duke Victory $5 Worth 1 Victory Point per Duchy you have.
Minion Action – Attack $5 +1 Action
Choose one: +$2; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards their hand and draws 4 cards.
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 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.
Torturer Action – Attack $5 +3 Cards
Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can’t do.)
Trading Post Action $5 Trash 2 cards from your hand. If you did, gain a Silver to your hand.
Upgrade Action $5 +1 Card
+1 Action
Trash a card from your hand. Gain a card costing exactly $1 more than it.
Harem Treasure – Victory $6 $2
———-
2 Victory Points
Nobles Action – Victory $6 Choose one: +3 Cards; or +2 Actions.
———-
2 Victory Points

Cards Removed From Intrigue 1st Edition

Secret Chamber Action – Reaction $2 Discard any number of cards. +$1 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.
Great Hall Action – Victory $3 1 Victory Point
+1 Card; +1 Action.
Coppersmith Action $4 Copper produces an extra $1 this turn.
Scout Action $4 +1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Saboteur Action – Attack $5 Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Tribute Action $5 The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards.

Seaside

Embargo Action $2 +$2
Trash this. Add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Haven Action – Duration $2 +1 Card
+1 Action
Set aside a card from your hand face down (under this). At the start of your next turn, put it into your hand.
Lighthouse Action – Duration $2 +1 Action
Now and at the start of your next turn: +$1.
———-
While this is in play, when another player plays an Attack card, it doesn’t affect you.
Native Village Action $2 +2 Actions
Choose one: Put the top card of your deck face down on your Native Village mat (you may look at those cards at any time); or put all the cards from your mat into your hand.
Pearl Diver Action $2 +1 Card
+1 Action
Look at the bottom card of your deck. You may put it on top.
Ambassador (part II) 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.
Fishing Village Action – Duration $3 +2 Actions
+$1
At the start of your next turn: +1 Action and +$1.
Lookout Action $3 +1 Action
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one back on to your deck.
Smugglers Action $3 Gain a copy of a card costing up to $6 that the player to your right gained on their last turn.
Warehouse Action $3 +3 Cards
+1 Action
Discard 3 cards.
Caravan Action – Duration $4 +1 Card
+1 Action
At the start of your next turn, +1 Card.
Cutpurse Action – Attack $4 +$2
Each other player discards a Copper (or reveals a hand with no Copper).
Island Action – Victory $4 Put this and a card from your hand onto your Island mat.
———-
2 Victory Points
Navigator Action $4 +$2
Look at the top 5 cards of your deck. Either discard them all, or put them back in any order.
Pirate Ship Action – Attack $4 Choose one: +$1 per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat.
Salvager Action $4 +1 Buy
Trash a card from your hand. +$1 per $1 it costs.
Sea Hag Action – Attack $4 Each other player discards the top card of their deck, then gains a Curse onto their deck.
Treasure Map Action $4 Trash this and a Treasure Map from your hand. If you trashed two Treasure Maps, gain 4 Golds onto your deck.
Bazaar Action $5 +1 Card
+2 Actions
+$1.
Explorer Action $5 You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don’t, gain a Silver to your hand.
Ghost Ship Action – Attack $5 +2 Cards
Each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.
Merchant Ship Action – Duration $5 Now and at the start of your next turn: +$2.
Outpost Action – Duration $5 If this is the first time you played an Outpost this turn, and the previous turn wasn’t yours, then take an extra turn after this one, and you only draw 3 cards for your next hand.
Tactician Action – Duration $5 If you have at least one card in hand, discard your hand, and at the start of your next turn, +5 Cards, +1 Action, and +1 Buy.
Treasury Action $5 +1 Card
+1 Action
+$1
When you discard this from play, if you didn’t buy a Victory card this turn, you may put this onto your deck.
Wharf Action – Duration $5 Now and at the start of your next turn: +2 Cards and +1 Buy.

Alchemy

Herbalist Action $2 +1 Buy
+$1
———-
When you discard this from play, you may put one of your Treasures from play onto your deck.
Potion Treasure $4 Worth 1◉.
Apprentice Action $5 +1 Action
Trash a card from your hand. +1 Card per $1 it costs. +2 Cards if it has ◉ in its cost.
Transmute Action $0◉ Trash a card from your hand. If it’s an…
Action card, gain a Duchy
Treasure card, gain a Transmute
Victory card, gain a Gold
Vineyard Victory $0◉ Worth 1 Victory Point per 3 Action cards in your deck (round down).
Apothecary Action $2◉ +1 Card
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the rest back in any order.
Scrying Pool Action – Attack $2◉ +1 Action
Each player (including you) reveals the top card of their deck and either discards it or puts it back, your choice. Then reveal cards from your deck until revealing one that isn’t an Action. Put all of those revealed cards into your hand.
University Action $2◉ +2 Actions
You may gain an Action card costing up to $5.
Alchemist Action $3◉ +2 Card
+1 Action
———-
When you discard this from play, if you have a Potion in play, you may put this onto your deck.
Familiar Action – Attack $3◉ +1 Card
+1 Action
Each other player gains a curse.
Philosopher’s Stone Treasure $3◉ When you play this, count your deck and discard pile. Worth $1 per 5 cards total between them (round down).
Golem Action $4◉ Reveal cards from your deck until you reveal 2 Action cards other than Golems. Discard the other cards, then play the Action cards in either order.
Possession Action $6◉ The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or tokens they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.

Prosperity

Loan Treasure $3 $1
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Trade Route Action $3 +1 Buy
Trash a card from your hand. +$1 per Coin token on the Trade Route mat.
———-
Setup: Add a Coin token to each Victory Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Watchtower Action – Reaction $3 Draw until you have 6 cards in hand.
———-
When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck.
Bishop Action $4 +$1
+1 VP
Trash a card from your hand. +1 VP per $2 it costs (round down).
Each other player may trash a card from their hand.
Monument Action $4 +$2
+1 VP.
Quarry Treasure $4 $1.
———-
While this is in play, Action cards cost $2 less, but not less than $0.
Talisman Treasure $4 $1.
———-
While this is in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
Worker’s Village Action $4 +1 Card
+2 Actions
+1 Buy
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 and +1 Buy.
Contraband Treasure $5 $3
+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 Coppers from it, and put them into your hand.
Mint Action $5 You may reveal a Treasure card from your hand. Gain a copy of it.
———-
When you buy this, trash all Treasures you have in play.
Mountebank Action – Attack $5 +$2
Each other player may discard a Curse. If they don’t, they gain a Curse and a Copper.
Rabble Action – Attack $5 +3 Cards
Each other player reveals the top 3 cards of their deck, discards the Actions and Treasures, and puts the rest back in any order they choose.
Royal Seal Treasure $5 Worth $2
———-
While this is in play, when you gain a card, you may put that card onto your deck.
Vault Action $5 +2 Cards
Discard any number of cards for +$1 each.
Each other player may discard 2 cards, to draw a card.
Venture Treasure $5 Worth $1
When you play this, reveal cards from your deck until you reveal a Treasure. Discard the rest, then play the Treasure.
Goons Action – Attack $6 +1 Buy; +$2
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
———-
You can’t buy this if you have any Coppers in play.
Hoard Treasure $6 Worth $2.
———-
While this is in play, when you buy a Victory card, gain a Gold.
Bank Treasure $7 Worth $?
When you play this, it’s worth $1 per Treasure card you have in play (counting this).
Expand Action $7 Trash a card from your hand. Gain a card costing up to $3 more than it.
Forge Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in $ of the trashed cards.
King’s Court Action $7 You may play an Action card from your hand three times.
Peddler Action $8* +1 Card
+1 Action
+$1
———-
During your Buy phase, this costs $2 less per Action card you have in play, but not less than $0.
Platinum Treasure $9 Worth $5
Colony Victory $11 10 Victory Points

Cornucopia

Hamlet Action $2 +1 Card
+1 Action
You may discard a card for +1 Action.
You may discard a card for +1 Buy.
Fortune Teller Action – Attack $3 +$2
Each other player reveals cards from the top of their deck until they reveal a Victory card or Curse. They put it on top and discard the rest.
Menagerie Action $3 +1 Action
Reveal your hand. If the revealed cards all have different names, +3 Cards. Otherwise, +1 Card.
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 rest.
Horse Traders Action – Reaction $4 +1 Buy
+$3
Discard 2 cards.
———-
When another player plays an Attack card, you may first 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.
Remake Action $4 Do this twice: Trash a card from your hand, then gain a card costing exactly $1 more than it.
Tournament Action $4 +1 Action
Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, +1 Card and +$1.
Young Witch Action – Attack $4 +2 Cards
Discard 2 cards. Each other player may reveal a Bane card from their hand; if they don’t, they gain a Curse.
———-
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
Harvest Action $5 Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Horn of Plenty Treasure $5 Worth $0.
When you play this, gain a card costing up to $1 per differently named card you have in play (counting this). If it’s a Victory card, trash this.
Hunting Party Action $5 +1 Card
+1 Action.
Reveal your hand. Reveal cards from your deck until you reveal one that isn’t a copy of one in your hand. Put it into your hand and discard the rest.
Jester Action – Attack $5 +$2
Each other player discards the top card of their deck. If it’s a Victory card they gain a Curse; otherwise they gain a copy of the discarded card or you do, your choice.
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 onto your deck.
(This is not in the Supply.)
Diadem Treasure – Prize $0* Worth $2.
When you play this, +$1 per unused Action you have (Action, not Action card).
(This is not in the Supply.)
Followers Action – Attack – Prize $0* +2 Cards
Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.
(This is not in the Supply.)
Princess Action – Prize $0* +1 Buy
While this is in play, cards cost $2 less, but not less than $0.
(This is not in the Supply.)
Trusty Steed Action – Prize $0* Choose two: +2 Cards; +2 Actions; +$2; gain 4 Silvers and put your deck into your discard pile.

Hinterlands

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.
Duchess Action $2 +$2
Each player (including you) looks at the top card of their deck and may discard it.
———-
If Duchess is in the Supply, you may gain one when you gain a Duchy.
Fool’s Gold Treasure – Reaction $2 Worth $1 if it’s the first time you played a Fool’s Gold this turn, otherwise worth $4.
———-
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.
Develop Action $3 Trash a card from your hand. Gain two cards onto your deck, with one costing exactly $1 more than it, and one costing exactly $1 less than it, in either order.
Oasis Action $3 +1 Card
+1 Action
+$1
Discard a card.
Oracle Action – Attack $3 Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice. They choose the order to return them. Afterwards, you draw 2 cards.
Scheme Action $3 +1 Card
+1 Action
This turn, you may put one of your Action cards onto your deck when you discard it from play.
Tunnel Victory – Reaction $3 2 Victory Points
———-
When you discard this other than during Clean-up, you may reveal it to gain a Gold.
Jack of All Trades Action $4 Gain a Silver.
Look at the top card of your deck; you may discard it.
Draw until you have 5 cards in hand.
You may trash a non-Treasure card from your hand.
Noble Brigand Action – Attack $4 +$1
When you buy or play this, each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn’t reveal a Treasure. You gain the trashed cards.
Nomad Camp
Action $4 +1 Buy
+$2
———-
This is gained onto your deck (instead of to your discard pile).
Silk Road Victory $4 Worth 1 Victory Point per 4 Victory cards you have (round down).
Spice Merchant Action $4 You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action; or +1 Buy and $2.
Trader Action – Reaction $4 Trash a card from your hand. Gain a Silver per $1 it costs.
———-
When you would gain a card, you may reveal this from your hand, to instead gain a Silver.
Cache Treasure $5 Worth $3

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, then put the rest back in any order.
Embassy Action $5 +5 Cards
Discard 3 cards.
——
When you gain this, each other player gains a Silver.
Haggler Action $5 +$2
———-
While this is in play, when you buy a card, gain a cheaper non-Victory card.
Highway Action $5 +1 Card
+1 Action
——–
While this is in play, cards cost $1 less, but not less than $0.
Ill-Gotten Gains Treasure $5 Worth $1
When you play this, you may gain a Copper to your hand.
———
When you gain this, each other player gains a Curse.
Inn Action $5 +2 Cards; +2 Actions
Discard 2 cards.
———-
When you gain this, look through your discard pile, reveal any number of Action cards from it (which can include this), and shuffle them into your deck.
Mandarin Action $5 +$3
Put a card from your hand on top of your deck.

When you gain this, put all Treasures you have in play onto 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.
Stables Action $5 You may discard a Treasure, for +3 Cards and +1 Action.
Border Village Action $6 +1 Card
+2 Actions
———-
When you gain this, gain a cheaper card.
Farmland Victory $6 2 VP
———-
When you buy this, trash a card from your hand and gain a card costing exactly $2 more than it.
/td>

Dark Ages

Poor House Action $1 +$4
Reveal your hand. -$1 per Treasure card in your hand. (You can’t go below $0.)
Beggar Action – Reaction $2 Gain 3 Coppers to your hand.
———-
When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.
Squire Action $2 +$1
Choose one: +2 Actions; or +2 Buys; or gain a Silver.
___
When you trash this, gain an Attack card.
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.
Forager Action $3 +1 Action
+1 Buy
Trash a card from your hand, then +$1 per differently named Treasure in the trash.
Hermit Action $3 Look through your discard pile. You may trash a non-Treasure card from your discard pile or hand. Gain a card costing up to $3.
———-
When you discard this from play, if you didn’t 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 is not in the Supply.)
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 to gain a Gold.
Sage Action $3 +1 Action
Reveal cards from your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest.
Storeroom Action $3 +1 Buy
Discard any number of cards, then draw that many. Then discard any number of cards for +$1 each.
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 first trash this, to 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, and each other player discards down to 3 cards in hand.
(This is not in the Supply.)
Armory Action $4 Gain a card onto your deck costing up to $4.
Death Cart Action – Looter $4 +$5
You may trash an Action card from your hand. If you don’t, trash this.
___
When you gain this, gain two Ruins.
Feodum Victory $4 Worth 1 VP per 3 Silvers you have (round down).
———-
When you trash this, gain 3 Silvers.
Fortress Action $4 +1 Card
+2 Actions
___
When you trash this, put it into your hand.
Ironmonger Action $4 +1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it’s an…
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
Marauder Action – Attack – Looter $4 Gain a Spoils from the Spoils pile. Each other player gains a Ruins.
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.
Rats Action $4 +1 Card
+1 Action
Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).
———-
When you trash this, +1 Card.
Scavenger Action $4 +$2
You may put your deck into your discard pile. Look through your discard pile and put one card from it onto your deck.
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.
Band of Misfits Action $5 Play this as if it were a cheaper Action card in the Supply. This is that card until it leaves play.
Bandit Camp Action $5 +1 Card
+2 Actions
Gain a Spoils from the Spoils pile.
Catacombs Action $5 Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them 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 onto your deck; or gain a Copper.
Choose one: +$3; trash your hand; or gain a Duchy.
Counterfeit Treasure $5 $1
+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 play a Cultist from your hand.
___
When you trash this, +3 Cards.
Graverobber Action $5 Choose one: Gain a card from the trash costing from $3 to $6, onto your deck; or trash an Action card from your hand and gain a card costing up to $3 more than it.
Junk Dealer Action $5 +1 Card
+1 Action
+$1
Trash a card from your hand.
Mystic Action $5 +1 Action
+$2
Name a card, then reveal the top card of your deck. If you named it, put it into your hand.
Pillage Action – Attack $5 Trash this. Each other player with 5 or more cards in hand reveals their hand and discards a card that you choose. Gain 2 Spoils from the Spoils pile.
Rebuild Action $5 +1 Action
Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to $3 more than it..
Rogue Action – Attack $5 +$2
If there are any cards in the trash costing from $3 to $6, gain one of them. Otherwise, each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
Altar Action $6 Trash a card from your hand. Gain a card costing up to $5.
Hunting Grounds Action $6 +4 Cards
———-
When you trash this, gain a Duchy or 3 Estates.

Dark Ages: Spoils

Spoils Treasure $0* $3
When you play this, return it to the pile.

Dark Ages: Ruins

Abandoned Mine Action – Ruins $0 +$1
Ruined Library Action – Ruins $0 +1 Card
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.

Dark Ages: Knights

Knights Shuffle the Knight pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.
Dame Anna Action – Attack – Knight $5 You may trash up to 2 cards from your hand.
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Dame Josephine Action – Attack – Victory – Knight $5 Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
———-
Worth 2 VP
Dame Molly Action – Attack – Knight $5 +2 Actions.
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Dame Natalie Action – Attack – Knight $5 You may gain a card costing up to $3.
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Dame Sylvia Action – Attack – Knight $5 +$2
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Sir Bailey Action – Attack – Knight $5 +1 Card
+1 Action
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Sir Destry Action – Attack – Knight $5 +2 Cards
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Sir Martin Action – Attack – Knight $4 +2 Buys
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Sir Michael Action – Attack – Knight $5 Each other player discards down to 3 cards in hand.
Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
Sir Vander Action – Attack – Knight $5 Each other player reveals the top two cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
———-
When you trash this, gain a Gold.

Dark Ages: Shelters

Shelters Replaces starting Estates
Hovel Reaction – Shelter $1 When you buy a Victory card, you may trash this from your hand.
Necropolis Action – Shelter $1 +2 Actions
Overgrown Estate Victory – Shelter $1 0 VP
___
When you trash this, +1 Card.

Guilds

Candlestick Maker Action $2 +1 Action.
+1 Buy.
Take a Coin token.
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.
Doctor Action $3+ Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest in any order.

When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
Masterpiece Treasure $3+ Worth $1

When you buy this, you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it onto your deck..
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 and put the rest into your hand.
Herald Action $4+ +1 Card.
+1 Action.
Reveal the top card of your deck. If it is an Action, play it.

When you buy this, you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it onto your deck.
Plaza Action $4 +1 Card.
+2 Actions.
You may discard a Treasure to take a Coin token.
Taxman Action – Attack $4
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. If you do, pay any number of Coin tokens, and gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
Journeyman Action $5 Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest.
Merchant Guild Action $5 +1 Buy.
+$1.

While this is in play, when you buy a card, take a Coin token.
Soothsayer Action – Attack $5 Gain a Gold. Each other player gains a Curse, and if they did, draws a card.

Adventures

Coin of the Realm Treasure – Reserve $2 Worth $1
When you play this, put it on your Tavern mat.
———-
Directly after you finish playing an Action card, you may call this, for +2 Actions.
Page Action – Traveller $2 +1 Card
+1 Action
———-
When you discard this from play, you may exchange it for a Treasure Hunter.
Peasant Action – Traveller $2 +1 Buy
+$1
———-
When you discard this from play, you may exchange it for a Soldier.
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 one card from your deck per $1 the trashed card costs. Put one of them into your hand and discard the rest.
Amulet Action – Duration $3 Now and at the start of your next turn, choose one: +$1; or trash a card from your hand; or gain a Silver.
Caravan Guard Action – Duration – Reaction $3 +1 Card
+1 Action
At the start of your next turn, +$1.
———-
When another player plays an Attack card, you may first play this from your hand.
(+1 Action has no effect if it’s not your turn.)
Dungeon Action – Duration $3 +1 Action
Now and at the start of your next turn: +2 Cards, then discard 2 cards
Gear Action – Duration $3 +2 Cards
Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand.
Guide Action – Reserve $3 +1 Card
+1 Action
Put this on your Tavern mat.
———-
At the start of your turn, you may call this, to discard your hand and draw 5 cards.
Duplicate Action – Reserve $4 Put this on your Tavern mat.
———-
When you gain a card costing up to $6, you may call this, to gain a copy of that 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.
Messenger Action $4 +1 Buy
+$2
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, 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 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). Then if it’s face up, +5 Cards.
Transmogrify Action – Reserve $4 +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, and gain a card costing up to $1 more than it into your hand.
Artificer Action $5 +1 Card
+1 Action
+$1
Discard any number of cards. You may gain a card costing exactly $1 per card discarded, onto your deck.
Bridge Troll Action – Attack – Duration $5 Each other player takes their -$1 token.
Now and at the start of your next turn: +1 Buy.
———-
While this is in play, cards cost $1 less on your turns, but not less than $0.
Distant Lands Action – Reserve – Victory $5 Put this on your Tavern mat.
———-
Worth 4 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP).
Giant Action – Attack $5 Turn your Journey token over (it starts face up). Then if it’s face down, +$1. If it’s face up, +$5, and each other player reveals the top card of their deck, trashes it if it costs from $3 to $6, and otherwise discards it and gains a Curse.
Haunted Woods Action – Attack – Duration $5 Until your next turn, when any other player buys a card, they put their hand onto their deck in any order.
At the start of your next turn, +3 Cards.
Lost City Action $5 +2 Cards
+2 Actions
———-
When you gain this, each other player draws a card.
Relic Treasure – Attack $5 Worth $2
When you play this, each other player puts their -1 Card token on their deck.
Royal Carriage Action – Reserve $5 +1 Action
Put this on your Tavern mat.
———-
Directly after you finish playing an Action card, if it’s still in play, you may call this, to replay that Action.
Storyteller Action – Reserve $5 +1 Action
+$1
Play up to 3 Treasures from your hand. Then pay all of your $ (including the $1 from this) and draw a card per $1 you paid.
Swamp Hag Action – Attack – Duration $5 Until your next turn, when any other player buys a card, they gain a Curse.
At the start of your next turn, +$3.
Treasure Trove Treasure $5 Worth $2
When you play this, gain a Gold and a Copper.
Wine Merchant Action – Reserve $5 +$4
+1 Buy
Put this on your Tavern mat.
———-
At the end of your Buy phase, if you have at least $2 unspent, you may discard this from your Tavern mat.
Hireling Action – Duration $6 At the start of each of your turns for the rest of the game: +1 Card.
(This stays in play.)

Adventures: Events

Alms Event $0 Once per turn: If you have no Treasures in play, gain a card costing up to $4.
Borrow Event $0 Once per turn: +1 Buy. If your -1 Card token isn’t on your deck, put it there and +$1.
Quest Event $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.
Save Event $1 Once per turn: +1 Buy. Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
Scouting Party Event $2 +1 Buy
Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.
Travelling Fair Event $2 +2 Buys
When you gain a card this turn, you may put it onto your deck.
Bonfire Event $3 Trash up to 2 cards you have in play.
Expedition Event $3 Draw 2 extra cards for your next hand.
Ferry Event $3 Move your -$2 cost token to an Action Supply pile. (Cards from that pile cost $2 less on your turns, but not less than $0.)
Plan Event $3 Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.))
Mission Event $4 Once per turn: If the previous turn wasn’t yours, take another turn after this one, during which you can’t buy cards.
Pilgrimage Event $4 Once per turn: Turn your Journey token over (it starts face up); then if it’s face up, choose up to 3 differently named cards you have in play and gain a copy of each.
Ball Event $5 Take your -$1 token. Gain 2 cards each costing up to $4.
Raid Event $5 Gain a Silver per Silver you have in play. Each other player puts their -1 Card token on their deck.
Seaway Event $5 Gain an Action card costing up to $4. Move your +1 Buy token to its pile. (When you play a card from that pile, you first get +1 Buy.)
Trade Event $5 Trash up to 2 cards from your hand. Gain a Silver per card you trashed.
Lost Arts Event $6 Move your +1 Action token to an Action Supply pile. (When you play a card from that pile, you first get +1 Action.)
Training Event $6 Move your +$1 token to an Action Supply pile. (When you play a card from that pile, you first get +$1.)
Inheritance Event $7 Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (Your Estates gain the abilities and types of that card.)
Pathfinding Event $8 Move your +1 Card token to an Action Supply pile. (When you play a card from that pile, you first get +1 Card.)
Treasure Hunter Action – Traveller $3* +1 Action
+$1
Gain a Silver per card the player to your right gained on their last 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 their deck and trashes it if it costs $3 or $4.
———-
When you discard this from play, you may exchange it for a Hero.
(This is not in the Supply.)
Hero Action – Traveller $5* +$2
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 stays in play. This is not in the Supply.)
Soldier Action – Attack – Traveller $3* +$2
+$1 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 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.)

Empires

Engineer Action 4D Gain a card costing up to $4. You may trash this. If you do, gain a card costing up to $4.
City Quarter Action 8D +2 Actions
Reveal your hand. +1 Card per Action card revealed.)
Overlord Action 8D Play this as if it were an Action card in the Supply costing up to $5. This is that card until it leaves play.)
Royal Blacksmith Action 8D +5 Cards
Reveal your hand; discard the Coppers.
Encampment Action $2 +2 Cards
+2 Actions
You may reveal a Gold or Plunder from your hand. If you don’t, set this aside, and return it to the Supply at the start of Clean-up.
(This is the top half of the Encampment/Plunder pile.)
Plunder Action $5 $2
+1 VP
(This is the bottom half of the Encampment/Plunder pile.)
Patrician Action $2 +1 Card
+1 Action
Reveal the top card of your deck. If it costs $5 or more, put it into your hand.
(This is the top half of the Patrician/Emporium pile.)
Emporium Action $5 +1 Card
+1 Action
+$1
———-
When you gain this, if you have at least 5 Action cards in play, +2 VP.
(This is the bottom half of the Patrician/Emporium pile.)
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.
(This is the top half of the Settlers/Bustling Village pile.)
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.
(This is the bottom half of the Settlers/Bustling Village pile.)
Castles Victory – Castle $3* See Castles section below.
Catapult Action – Attack $3 +$1
Trash a card from your hand. If it costs $3 or more, each other player gains a Curse. If it’s a Treasure, each other player discards down to 3 cards in hand.
(This is the top half of the Catapult/Rocks pile.)
Rocks Treasure $4 +$1
———-
When you gain or trash this, gain a Silver; if it’s your Buy phase, put the Silver on your deck, otherwise put it into your hand.
(This is the bottom half of the Catapult/Rocks pile.)
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 your card costs more, +$1 and +1 VP.
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.
Farmer’s Market Action – Gathering $3 +1 Buy
If there are 4 VP or more on the Farmers’ Market Supply pile, take them and trash this. Otherwise, add 1 VP to the pile and then +$1 per 1 VP on the pile.
Gladiator Action $3 +$2
Reveal a card from your hand. The player to your left may reveal a copy from their hand. If they don’t, +$1 and trash a Gladiator from the Supply.
(This is the top half of the Gladiator/Fortune pile.)
Fortune Treasure $8 8D +1 Buy
When you play this, double your $ if you haven’t yet this turn.
———-
When you gain this, gain a Gold per Gladiator you have in play.
(This is the bottom half of the Gladiator/Fortune pile.)
Sacrifice Action $4 Trash a card from your hand. If it’s an…
Action card, +2 Cards, +2 Actions
Treasure card, +$2
Victory card, +2 VP
Temple Action – Gathering $4 +1 VP
Trash from 1 to 3 differently named cards from your hand. Add 1 VP to the Temple Supply pile.
———-
When you gain this, take the VP from the Temple Supply pile.
Villa Action $4 +2 Actions
+1 Buy
+$1
———-
When you gain this, put it into your hand, +1 Action, and if it’s your Buy phase return to your Action phase.
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 into your hand.
Capital Treasure $5 $6
+1 Buy
———-
When you discard this from play, take [6D], and then you may pay off [D].
Charm Treasure $5 When you play this, choose one: +1 Buy +$2; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.
Crown Action – Treasure $5 If it’s your Action phase, you may play an Action from your hand twice.
If it’s your Buy phase, you may play a Treasure from your hand twice.
Forum Action $5 +3 Cards
+1 Action
Discard 2 cards.
———-
When you buy this, +1 Buy.
Groundskeepr Action $5 +1 Card
+1 Action
———-
While this is in play, when you gain a Victory card, +1 VP.
Legionary Action – Attack $5 +$3
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.
Wild Hunt Action – Gathering $5 Choose one: +3 Cards and add 1 VP to the Wild Hunt Supply pile; or gain an Estate, and if you do, take the VP from the pile.

Castles

Humble Castle Treasure – Victory – Castle $3 $1
———-
Worth 1 VP per Castle you have.
Crumbling Castle Victory – Castle $4 1 VP
———-
When you gain or trash this, +1 VP and gain a Silver.
Small Castle Action – Victory – Castle $5 Trash this or a Castle from your hand. If you do, gain a Castle.
———-
2 VP
Haunted Castle Victory – Castle $6 2 VP
———-
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.
Opulent Castle Action – Victory – Castle $7 Discard any number of Victory cards. +$2 per card discarded.
———-
3 VP
Sprawling Castle Victory – Castle $8 4 VP
———-
When you gain this, gain a Duchy or 3 Estates.
Grand Castle Victory – Castle $9 5 VP
———-
When you gain this, reveal your hand. +1 VP per Victory card in your hand and/or in play.
King’s Castle Victory – Castle $10 Worth 2 VP per Castle you have.

Empires: Events

Advance Event $0 You may trash an Action card from your hand. If you do, gain an Action card costing up to $6.
Triumph Event 5D Gain an Estate. If you did, +1 VP per card you’ve gained this turn.
Annex Event 8D Look through your discard pile. Choose up to 5 cards from it and shuffle the rest into your deck. Gain a Duchy.
Donate Event 8D After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.
Delve Event $2 +1 Buy
Gain a Silver.
Tax Event $2 Add [2D] to a Supply pile.
Setup: Add [1D] to each Supply pile. When a player buys a card, they take the [D] from its pile.
Banquet Event $3 Gain two Coppers and a non-Victory card costing up to $5..
Ritual Event $9 Gain a Curse. If you do, trash a card from your hand. +1 VP per $1 it cost.
Salt the Earth Event $4 +1 VP
Trash a Victory card from the Supply.
Wedding Event $4/3D +1 VP
Gain a Gold.
Windfall Event $5 If your deck and discard pile are empty, gain 3 Golds.
Conquest Event $6 Gain 2 Silvers. +1 VP per Silver you’ve gained this turn.
Dominate Event $14 Gain a Province. If you do, +9 VP.

Empires Landmarks

Aqueduct Landmark When you gain a Treasure, move 1 VP from its pile to this.
When you gain a Victory card, take the VP from this.
Setup: Put 8 VP on the Silver and Gold piles.
Arena Landmark At the start of your Buy phase, you may discard an Action card. If you do, take 2 VP from here.
Setup: Put 6 VP here per player.
Bandit Fort Landmark When scoring, -2 VP for each Silver and each Gold you have.
Basilica Landmark When you buy a card, if you have $2 or more left, take 2 VP from here.
Setup: Put 6 VP here per player.
Baths Landmark When you end your turn without having gained a card, take 2 VP from here.
Setup: Put 6 VP here per player.
Battlefield Landmark When you gain a Victory card, take 2 VP from here.
Setup: Put 6 VP here per player.
Colonnade Landmark When you buy an Action card, if you have a copy of it in play, take 2 VP from here.
Setup: Put 6 VP here per player.
Defiled Shrine Landmark When you gain an Action, move 1 VP from its pile to this.
When you buy a Curse, take the VP from this.
Setup: Put 2 VP on each non-Gathering Action Supply pile.
Fountain Landmark When scoring, 15 VP if you have at least 10 Coppers.
Keep Landmark When scoring, 5 VP per differently named Treasure you have, that you have more copies of than each other player, or tied for most.
Labyrinth Landmark When you gain a 2nd card in one of your turns, take 2 VP from here.
Setup: Put 6 VP here per player.
Mountain Pass Landmark When you are the first player to gain a Province, after that turn, each player bids once, up to [40D], ending with you. High bidder gets +8 VP and takes the [D] they bid.
Musuem Landmark When scoring, 2 VP per differently named card you have.
Obelisk Landmark When scoring, 2 VP per card you have from the chosen pile.
Setup: Choose a random Action Supply pile.
Orchard Landmark When scoring, 4 VP per differently named Action card you have 3 or more copies of.
Palace Landmark When scoring, 3 VP per set you have of Copper-Silver-Gold.
Tomb Landmark When you trash a card, +1 VP.
Tower Landmark When scoring, 1 VP per non-Victory card you have from an empty Supply pile.
Triumphal Arch Landmark When scoring, 3 VP per copy you have of the 2nd most common Action card among your cards (if it’s a tie, count either).
Wall Landmark When scoring, -1 VP per card you have after the first 15.
Wolf Den Landmark

Promotional Cards

Black Market Action $3 +$2
Reveal the top 3 cards of the Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.
———-
Setup: Make a Black Market deck out of different unused Kingdom cards.
Dismantle Action $4 Trash a card from your hand. If it costs $1 or more, gain a cheaper card and a Gold.
Envoy Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand.
Sauna Action $4 +1 Card
+1 Action
You may play an Avanto from your hand
———
While this is in play, when you play a Silver, you may trash a card from your hand.
(This is the top half of the Sauna/Avanto pile.)
Avanto Action $5 + 3 Cards
You may play a Sauna from your hand
(This is the bottom half of the Sauna/Avanto pile.)
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 onto your deck.
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 their hand and gain a card costing exactly $1 ($2) more.
Stash Treasure $5 Worth $2
———-
When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.
Summon Event $5 Gain an Action card costing up to $4. Set it aside. If you did, then at the start of your next turn, play it.
Prince Action $8 You may set this aside. If you do, set aside an Action card from your hand costing up to $4. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)

Nocturne

 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.

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 end of turn.

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.


This is gained to your hand (instead of your discard pile).

 Monastery  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.
 Pixie  Action – Fate  $2  +1 Card
+1 Action
Discard the top Boon. You may trash this to receive that Boon twice.
(When this is in the supply each player replaces one starting copper with Heirloom: Goat)
 Goat  Treasure – Heirloom  $2 Worth $1
When you play this, you may trash a card from your hand.
 Tracker  Action – Fate  $2  +$1.
Receive a Boon.
While this is in play, when you gain a card, you may put that card onto your deck.
(When this is in the supply each player replaces one starting copper with Heirloom: Pouch)
 Pouch  Treasure – Heirloom  $2  $1
+1 Buy
Changeling  Night  $3 $3
Night
Trash this. Gain a copy of a card you have in play.


In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.

 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.
(When this is in the supply each player replaces one starting copper with Heirloom: Lucky Coin)
 Lucky Coin  Treasure – Heirloom  $3 Worth $1
When you play this, gain a Silver.
 Lost in the Woods  State At the start of your turn, you may discard a card to receive a Boon.
 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).

 Leprechaun  Action – Doom  $3  Gain a Gold. If you have exactly 7 cards, gain a Wish from its pile. Otherwise, receive a Hex.
 Night Watchman  Night  $3 Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.


This is gained to your hand (instead of your discard pile).

 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.
(When this is in the supply each player replaces one starting copper with Heirloom: Magic Lamp)
 Magic Lamp  Treasure – Heirloom  $0  $1


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.

 Bard  Action – Fate  $4  +$2
Receive a Boon.
 Blessed Village  Action – Fate  $4  +1 Card
+1 Action
When you gain this, take a Boon. Receive it now or at the start of your next turn.
Cemetery  Victory  $4  Worth 2VP


When you gain this, trash up to 4 cards from your hand.
(When this is in the supply each player replaces one starting copper with Heirloom: Haunted Mirror)

Haunted Mirror  Treasure – Heirloom  $0  Worth $1


When you trash this, you may discard an Action card, to gain a Ghost from its pile.

Conclave  Action  $4  +$2.
You may play an Action card from your hand that you don’t have a copy of in play. If you do, +1 Action.
 Devil’s Workshop  Night  $4  If the number of cards you gained this turn is:
2+, gain an Imp from its pile;
1, gain a card costing up to $4;
0 gain a Gold.
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 is not in the supply).
 Exorcist  Night  $4  Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit Piles.
Necromancer  Action  $4  Play  a face-up non-Duration Action card from 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 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.
 Shepherd  Action  $4  +1 Action
Discard any number of Victory cards, revealing them. +2 Cards per card discarded.
(When this is in the supply each player replaces one starting copper with Heirloom: Pasture)
 Pasture  Treasure – Victory -Heirloom  $2  Worth $1


Worth 1VP per Estate you have.

Skulk  Action – Attack – Doom  $4  +1 Buy
Each other player receives the next Hex.


When you gain this, gain a Gold.

Cobbler  Night – Duration $5  At the start of your next turn, gain a card to hand costing up to $4.
Crypt  Night-Duration  $5 Set aside any number of Treasures you have in play (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).

 Idol  Treasure – Attack – Fate  $5  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.
 Pooka  Action  $5  You may trash a Treasure other than Cursed Gold from your hand for +4 Cards.
(When this is in the supply each player replaces one starting copper with Heirloom: Cursed Gold)
 Cursed Gold  Treasure – Heirloom  $4  Worth $3
When you play this, gain a Curse.
 Sacred Grove  Action – Fate  $5  +1 Buy
+$3
Receive a Boon. If it doesn’t give +$1, each other player may receive it.
 Tormentor  Action – Attack – Doom  $5  +$2
If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next 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.
 Vampire Night – Attack -Doom  $5  Each other player receives the next Hex. Gain a card costing up to $5 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 is not in the Supply.)
 Werewolf  Action – Attack – Night – Doom  $5  If it’s your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
 Raider  Night-Attack-Duration  $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

Nocturne Spirits and Wishes

 Wish  Action  $0*  +1 Action
Return this to its pile. If you did, gain a card to your hand costing up to $6.
(This is not in the Supply.)
 Will-O’-Wisp  Action – Spirit  $0*  +1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, put it into your hand.
(This 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 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 is not in the Supply.)

Nocturne Boons

The Earth’s Gift Boon You may discard a Treasure card to gain a card costing up to $4.
The Field’s Gift Boon +1 Action
+$1
(Keep this until Clean-up.)
The Flame’s Gift Boon You may trash a card from your hand.
Boon +1 Buy
+1 $1
(Keep this until Clean-up.)
The Moon’s Gift Boon Look through your discard pile, you may put a card from it onto your deck.
The Mountain’s Gift Boon Gain a Silver.
The River’s Gift. Boon +1 Card at the end of this turn.
(Keep this until Clean-up.)
The Sea’s Gift Boon +1 Card.
The Sky’s Gift Boon You may discard 3 cards to gain a Gold.
The Sun’s Gift Boon Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
The Swamp’s Gift Boon Gain a Will-O’-Wisp from its pile.
The Wind’s Gift Boon +2 Cards. Discard 2 cards.

Nocturne Hexes

Bad Omens Hex Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can’t.)
Delusion Hex If you don’t have Deluded or Envious, take Deluded.
Deluded State At the start of your Buy phase, return this, and you can’t buy Actions this turn.
Envy Hex If you don’t have Envious or Deluded, take Envious.
Envious State At the start of your Buy phase, return this, and Silver and Gold make $1 this turn.
Famine Hex Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.
Fear Hex If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can’t.)
Greed Hex Gain a Copper onto your deck.
Haunting Hex If you have at least 4 cards in hand, put one of them onto your deck.
Locusts Hex Trash the top card of your deck. If it’s Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.
Misery Hex  If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable.
Miserable State Worth -2VP
Twice Miserable State Worth -4VP
Plague Hex  Gain a Curse to your hand.
Poverty Hex  Discard down to 3 cards in hand.
War Hex  Reveal cards from your deck until revealing one costing $3 or $4. Trash it and discard the rest.

Renaissance

Border Guard Action $2 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.
Ducat Treasure $2 +1 Coffers
+1 Buy
———-
When you gain this, you may trash a Copper from your hand.
Lackeys Action $2 +2 Cards
———-
When you gain this, +2 Villagers.
Acting Troupe Action $3 +4 Villagers
Trash this.
Cargo Ship Action – Duration $3 +$2
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.
Experiment Action $3 +2 Cards
+1 Action
Return this to the supply.
———-
When you gain this, gain another Experiment (that doesn’t come with another).
Improve Action $3 +$2
———-
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 more than it.
Flag Bearer Action $4 +$2
———-
When you gain or trash this, take the Flag.
Hideout Action $4 +1 Card
+2 Actions
Trash a card from your hand. If it’s a Victory card, gain a Curse.
Inventor Action $4 Gain a card costing up to $4, then cards cost $1 less this turn (but not less than $0).
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.
Patron Action – Reaction $4 +1 Villager
+$2
———-
When something causes you to reveal this (using the word “reveal”), +1 Coffers.
Priest Action $4 +$2
Trash a card from your hand. For the rest of this turn, when you trash a card, +$2.
Research Action – Duration $4 +1 Action
Trash a card from your hand. Per $1 it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
Silk Merchant Action $4 +2 Cards
+1 Buy
———-
When you gain or trash this, +1 Coffers and +1 Villager.
Old Witch Action – Attack $5 +3 Cards
Each other player gains a Curse and may trash a Curse from their hand.
Recruiter Action $5 +2 Cards
Trash a card from your hand. +1 Villager per $1 it costs.
Scepter Treasure $5 When you play this, chose one: +$2; 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. 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 into your hand. Put the rest back in any order.
Spices Treasure $5 $2
+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.
Treasurer Action $5 +$3
Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
Villain Action – Attack $5 +2 Coffers
Each other player with 5 or more cards in hand discards one costing $2 or more (or reveals they can’t).

Renaissance Artifacts

Flag Artifact When drawing your hand, +1 Card.
Horn Artifact Once per turn, when you discard a Border Guard from play, you may put it onto your deck.
Key Artifact At the start of your turn, +$1.
Lantern Artifact Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)
Treasure Chest Artifact At the start of your Buy phase, gain a Gold.

Renaissance Projects

Catherdral Project $3  At the start of your turn, trash a card from your hand.
City Gate Project $3  At the start of your turn, +1 Card, then put a card from your hand onto your deck.
Pageant  Project $3  At the end of your Buy phase, you may pay $1 for +1 Coffers.
Sewers  Project $3  When you trash a card other than with this, you may trash a card from your hand.
Start Chart  Project $3  When you shuffle, you may pick one of the cards to go on top.
Exploration  Project $4  At the end of your Buy phase, if you didn’t buy any cards, +1 Coffers and +1 Villager.
Fair  Project $4  At the start of your turn, +1 Buy.
Silos  Project $4  At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.
Sinister Plot  Project $4  At the start of your turn, add a token here, or remove your tokens here for +1 Card each.
Academy  Project $5  When you gain an Action card, +1 Villager.
Capitalism  Project $5  During your turns, Actions with +$ amounts in their text are also Treasures.
Fleet  Project $5 After the game ends, there’s an extra round of turns just for players with this.
Guildhall  Project $5  When you gain a Treasure, +1 Coffers.
Piazza  Project $5 At the start of your turn, reveal the top card of your deck. If it’s an Action, play it.
Road Network  Project $5  When another player gains a Victory card, +1 Card.
Barracks  Project $6  At the start of your turn, +1 Action.
Crop Rotation  Project $6  At the start of your turn, you may discard a Victory card for +2 Cards.
Innovation  Project $6  The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it.
Canal  Project $7  During your turns, cards cost $1 less, but not less than $0.
Citadel  Project $8  The first time you play an Action card during each of your turns, play it again afterwards.

17 Responses to All Cards

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  3. Prince of Hinterlands says:

    The Rogue text here is “each other player reveals then discards the top 2 cards of his deck”. The actual card says “each other player reveals the top 2 cards of his deck”. If a Tunnel gets trashed it makes a difference.

  4. Simon (DK) says:

    Ironmonger is missing the “Either way, ” in its text.

  5. Anonymous says:

    Prince?

  6. kylejedwards says:

    This is missing Prince.

  7. Ruban says:

    Needs to have Adventures added…

  8. Anonymous says:

    prince is a promo card i got it in the big box with governor

  9. Anonymous says:

    Adventures?

  10. Anonymous says:

    Where are adventures and empires?

  11. tufftaeh says:

    Banquet and Wedding are not correct (Event $3 / $4+3D). Museum has a typo.

  12. David says:

    In which sat is promotional cards? Like black market and envoy ?

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  14. “The Forest’s Gift” row above is missing the card name (search “+1 $1”)
    Ditto, “Lurker” card name is outside the table (search “Trash an Action card from the Supply”)

    • Also, Adventurer is describing a totally different card (Apothecary?). It should be “Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.”

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