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. |
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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. |
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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. |
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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. |
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Baths | Landmark | When you end your turn without having gained a card, take 2 VP from here. Setup: Put 6 VP here per player. |
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Battlefield | Landmark | When you gain a Victory card, take 2 VP from here. Setup: Put 6 VP here per player. |
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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. |
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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. |
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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. |
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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. |
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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. |
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. |
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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.
Thanks, fixed.
Ironmonger is missing the “Either way, ” in its text.
Prince?
This is missing Prince.
Needs to have Adventures added…
prince is a promo card i got it in the big box with governor
Adventures?
Where are adventures and empires?
Banquet and Wedding are not correct (Event $3 / $4+3D). Museum has a typo.
Groundskeeper is also wrong (they’re spelled here as Musuem and Groundskeepr, respectively)
In which sat is promotional cards? Like black market and envoy ?
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“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.”