Adventures Card List

 

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.)
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