Nocturne Card List

 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.