Renaissance Card List

 

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).

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.

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.