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September 10, 2010 04:30
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<?xml version="1.0" encoding="UTF-8"?> | |
<!-- Created by Isaac Holmlund ([email protected]) --> | |
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema"> | |
<xs:element name="type" nillable="false"> | |
<xs:simpleType> | |
<xs:restriction base="xs:string"> | |
<xs:enumeration value="action"/> | |
<xs:enumeration value="action-attack"/> | |
<xs:enumeration value="action-duration"/> | |
<xs:enumeration value="action-reaction"/> | |
<xs:enumeration value="action-victory"/> | |
<xs:enumeration value="treasure"/> | |
<xs:enumeration value="treasure-victory"/> | |
<xs:enumeration value="victory"/> | |
<xs:enumeration value="curse"/> | |
</xs:restriction> | |
</xs:simpleType> | |
</xs:element> | |
<xs:element name="name" type="xs:string" nillable="false"/> | |
<xs:element name="set" default="base" nillable="false"> | |
<xs:simpleType> | |
<xs:restriction base="xs:string"> | |
<xs:enumeration value="base"/> | |
<xs:enumeration value="intrigue"/> | |
<xs:enumeration value="seaside"/> | |
<xs:enumeration value="alchemy"/> | |
<xs:enumeration value="promotional"/> | |
<xs:enumeration value="prosperity"/> | |
</xs:restriction> | |
</xs:simpleType> | |
</xs:element> | |
<xs:element name="description" type="xs:string"/> | |
<xs:element name="cost" nillable="false"> | |
<xs:complexType> | |
<xs:simpleContent> | |
<xs:extension base="xs:integer"> | |
<xs:attribute name="potion" type="xs:integer" use="optional"/> | |
</xs:extension> | |
</xs:simpleContent> | |
</xs:complexType> | |
</xs:element> | |
<xs:element name="cards"> | |
<xs:complexType> | |
<xs:sequence> | |
<xs:element ref="basic"/> | |
<xs:element ref="kingdom"/> | |
</xs:sequence> | |
</xs:complexType> | |
</xs:element> | |
<xs:element name="card"> | |
<xs:complexType> | |
<xs:sequence> | |
<xs:element ref="name"/> | |
<xs:element ref="set"/> | |
<xs:element ref="type"/> | |
<xs:element ref="cost"/> | |
<xs:element ref="description" minOccurs="0"/> | |
</xs:sequence> | |
</xs:complexType> | |
</xs:element> | |
<xs:element name="basic"> | |
<xs:complexType> | |
<xs:sequence maxOccurs="unbounded"> | |
<xs:element ref="card"/> | |
</xs:sequence> | |
</xs:complexType> | |
</xs:element> | |
<xs:element name="kingdom"> | |
<xs:complexType> | |
<xs:sequence maxOccurs="unbounded"> | |
<xs:element ref="card"/> | |
</xs:sequence> | |
</xs:complexType> | |
</xs:element> | |
</xs:schema> |
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<?xml version="1.0" encoding="UTF-8"?> | |
<!-- Created by Isaac Holmlund ([email protected]) --> | |
<?xml-stylesheet type="text/xsl" href="print.xslt"?> | |
<cards xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="C:\Users\Isaac\Desktop\dominion.xsd"> | |
<basic> | |
<card> | |
<name>Copper</name> | |
<set>base</set> | |
<type>treasure</type> | |
<cost>0</cost> | |
</card> | |
<card> | |
<name>Silver</name> | |
<set>base</set> | |
<type>treasure</type> | |
<cost>3</cost> | |
</card> | |
<card> | |
<name>Gold</name> | |
<set>base</set> | |
<type>treasure</type> | |
<cost>6</cost> | |
</card> | |
<card> | |
<name>Potion</name> | |
<set>alchemy</set> | |
<type>treasure</type> | |
<cost>4</cost> | |
<description>This is a basic Treasure card. It costs [4 coins] and produces [1 potion]. | |
It is not a Kingdom card; see the Preparation rules.</description> | |
</card> | |
<card> | |
<name>Estate</name> | |
<set>base</set> | |
<type>victory</type> | |
<cost>2</cost> | |
</card> | |
<card> | |
<name>Duchy</name> | |
<set>base</set> | |
<type>victory</type> | |
<cost>5</cost> | |
</card> | |
<card> | |
<name>Province</name> | |
<set>base</set> | |
<type>victory</type> | |
<cost>8</cost> | |
</card> | |
<card> | |
<name>Curse</name> | |
<set>base</set> | |
<type>curse</type> | |
<cost>0</cost> | |
</card> | |
</basic> | |
<kingdom> | |
<card> | |
<name>Adventurer</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>6</cost> | |
<description>If you have to shuffle in the middle, shuffle. Don't shuffle in the | |
revealed cards as these cards do not go to the Discard pile until you have | |
finished revealing cards. If you run out of cards after shuffling and still only | |
have one Treasure, you get just that one Treasure.</description> | |
</card> | |
<card> | |
<name>Bureauracrat</name> | |
<set>base</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>If you have no cards left in your Deck when you play this card, | |
the Silver you gain will become the only card in your Deck. Similarly, if another | |
player has no cards in his Deck, the Victory card he puts on top will become | |
the only card in his Deck.</description> | |
</card> | |
<card> | |
<name>Cellar</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>You can't discard Cellar to itself, since it isn't in your hand any longer | |
when you resolve it. You choose what cards to discard and discard them all at | |
once. You only draw cards after you have discarded. If you have to shuffle to | |
do the drawing, the discarded cards will end up shuffled into your new Deck.</description> | |
</card> | |
<card> | |
<name>Chancellor</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>You must resolve the Chancellor (decide whether or not to | |
discard your Deck by flipping it into your Discard pile) before doing other | |
things on your turn, like deciding what to buy or playing another Action card. | |
You may not look through your Deck as you discard it.</description> | |
</card> | |
<card> | |
<name>Chapel</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>You can't trash the Chapel itself since it isn't in your hand when you | |
resolve it. You could trash a different Chapel card if that card were in your | |
hand.</description> | |
</card> | |
<card> | |
<name>Council Room</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>The other players must draw a card whether they want to or | |
not. All players should shuffle as necessary.</description> | |
</card> | |
<card> | |
<name>Feast</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>If you are playing multiple Festivals, keep a careful count of your | |
Actions. Say how many you have left out loud; this trick works every time (i.e. | |
"I'm playing the Festival and now have two Actions remaining. I play a Market | |
and have two Actions remaining. I play another Festival and now have three | |
Actions remaining….").</description> | |
</card> | |
<card> | |
<name>Festival</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If you are playing multiple Festivals, keep a careful count of your | |
Actions. Say how many you have left out loud; this trick works every time (i.e. | |
"I'm playing the Festival and now have two Actions remaining. I play a Market | |
and have two Actions remaining. I play another Festival and now have three | |
Actions remaining….").</description> | |
</card> | |
<card> | |
<name>Gardens</name> | |
<set>base</set> | |
<type>victory</type> | |
<cost>4</cost> | |
<description>This Kingdom card is a Victory card, not an Action card. It does | |
nothing until the end of the game, when it is worth 1 victory point per 10 | |
cards in your Deck (counting all of your cards – your Discard pile and hand | |
are part of your Deck at that point). Round down; if you have 39 cards, | |
Gardens is worth 3 victory points. During set-up, place 12 Gardens in the | |
Supply for a 3 or 4 player game and 8 in the Supply for a 2 player game.</description> | |
</card> | |
<card> | |
<name>Laboratory</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>Draw two cards. You may play another Action card during | |
your Action phase.</description> | |
</card> | |
<card> | |
<name>Library</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If you have to shuffle in the middle, the set-aside cards are not | |
shuffled into the new Deck. They will be discarded when you have finished | |
drawing cards. If you run out of cards even after shuffling, you just get | |
however many there were. You are not obligated to set aside Actions – you | |
just have the option to do so. If you have 7 or more cards in hand after you | |
play the Library, you don't draw any cards.</description> | |
</card> | |
<card> | |
<name>Market</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>Draw a card. You may play another Action card during your | |
Action phase. During your Buy phase, you may buy an additional card from | |
the supply, and add one coin to the total value of the Treasure cards played.</description> | |
</card> | |
<card> | |
<name>Militia</name> | |
<set>base</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>The attacked players discard cards until they have only 3 cards in | |
hand. Players who had 3 or fewer cards in hand when Militia was played | |
do not discard any cards.</description> | |
</card> | |
<card> | |
<name>Mine</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>Generally, you can trash a Copper card and gain a Silver, or trash a | |
Silver card and gain a Gold. However, you could also trash a Treasure to | |
gain the same Treasure or a cheaper one. The gained card goes in your | |
hand; thus, you can spend it the same turn. If you don't have a Treasure | |
card in your hand to trash, you can’t gain anything.</description> | |
</card> | |
<card> | |
<name>Moat</name> | |
<set>base</set> | |
<type>action-reaction</type> | |
<cost>2</cost> | |
<description>An Attack card is one that says "Attack" on the bottom line | |
(usually, "Action - Attack"). When someone else plays an Attack card, you | |
may reveal the Moat by showing it from your hand to the other players | |
and then returning it to your hand (before the Attack card resolves). You | |
are then unaffected by that Attack card. You won't gain a Curse because of | |
a Witch or reveal a card to a Spy, and so on. It's just like you aren't in the | |
game for purposes of resolving that Attack. Moat doesn't stop anything an | |
Attack does to other players or to the player of the Attack; for example, if | |
everyone else Moats a Witch, the person who played it still gets to draw 2 | |
cards. Moat can also be played on your turn as an Action to draw 2 cards.</description> | |
</card> | |
<card> | |
<name>Moneylender</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>If you do not have a Copper in your hand to trash, you | |
don't get the +3 coins to spend in the Buy phase.</description> | |
</card> | |
<card> | |
<name>Remodel</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You cannot trash the Remodel as it isn't in your hand when you | |
resolve it (you can trash a different Remodel card from your hand). If you | |
do not have a card to trash, you cannot gain a card from the Remodel. The | |
gained card goes in your Discard pile. You can only gain cards from the | |
Supply. The gained card need not cost exactly 2 coins more than the trashed | |
card; it can cost that much or any amount less. You cannot use coins from | |
Treasures or previous Actions (like the Market) to increase the cost of the | |
card you gain. You can trash a card to gain a copy of the same card.</description> | |
</card> | |
<card> | |
<name>Smithy</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>Draw three cards.</description> | |
</card> | |
<card> | |
<name>Spy</name> | |
<set>base</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>Spy causes all players, including the one who played it, to reveal the | |
top card of their Deck. Note that you draw your card for playing Spy before | |
any cards are revealed. Anyone who does not have any cards left in their | |
Deck shuffles in order to have something to reveal. Anyone who still has no | |
cards to reveal doesn't reveal one. If players care about the order in which | |
things happen for this, you do yourself first, then each other player in turn | |
order. Revealed cards that aren't discarded are returned to the top of their | |
players' Decks.</description> | |
</card> | |
<card> | |
<name>Thief</name> | |
<set>base</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>A player with just one card left reveals that last card and then shuffles | |
to get the other card to reveal (without including the revealed card); a player | |
with no cards left shuffles to get both of them. A player who still doesn't have | |
two cards to reveal after shuffling just reveals what he can. Each player trashes | |
one Treasure card at most, of the attacker's choice from the two revealed cards, | |
and then you gain any of the trashed cards that you want. You can only take | |
Treasures just trashed—not ones trashed on previous turns. You can take none | |
of them, all of them, or anything in between. Put the Treasures you decided to | |
gain into your Discard pile. The ones you choose not to gain stay in the Trash | |
pile.</description> | |
</card> | |
<card> | |
<name>Throne Room</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You pick another Action card in your hand, play it, and play it | |
again. The second use of the Action card doesn't use up any extra Actions you | |
have. You completely resolve playing the Action the first time before playing it | |
the second time. If you Throne Room a Throne Room, you play an Action, | |
doing it twice, and then play another Action and do it twice; you do not | |
resolve an Action four times. If you Throne Room a card that gives you +1 | |
Action, such as Market, you will end up with 2 Actions left afterwards, which | |
is tricky, because if you'd just played Market twice you'd only have 1 Action | |
left afterwards. Remember to count the number of Actions you have | |
remaining out loud to keep from getting confused! You cannot play any other | |
Actions in between playing the Throne Roomed Action twice.</description> | |
</card> | |
<card> | |
<name>Village</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>If you're playing multiple Villages, keep a careful count of your | |
Actions. Say how many you have left out loud; this trick works every time.</description> | |
</card> | |
<card> | |
<name>Witch</name> | |
<set>base</set> | |
<type>action-attack</type> | |
<cost>5</cost> | |
<description>If there aren't enough Curses left to go around when you play the | |
Witch, you deal them out in turn order – starting with the player after you. If | |
you play Witch with no Curses remaining, you will still draw 2 cards. A player | |
gaining a Curse puts it face-up into his Discard pile.</description> | |
</card> | |
<card> | |
<name>Woodcutter</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>During your Buy phase, you add two coins to the total value of | |
the Treasure cards played, and you may buy an additional card from the | |
Supply.</description> | |
</card> | |
<card> | |
<name>Workshop</name> | |
<set>base</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>The card you gain is put into your Discard pile. It has to be a card | |
from the Supply. You cannot use coins from Treasures or previous Actions | |
(like the Market) to increase the cost of the card you may gain.</description> | |
</card> | |
<!-- | |
Intrigue | |
--> | |
<card> | |
<name>Baron</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You are never obligated to discard an Estate, even if you have one in your hand. | |
However, if you do not discard an Estate, you must gain an Estate (if there are any | |
left); you cannot choose to just get +1 Buy from this card.</description> | |
</card> | |
<card> | |
<name>Bridge</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>Costs are 1 coin lower for all purposes. For example, if you played Village, then | |
Bridge, then Workshop, you could use Workshop to gain a Duchy (because Duchy now | |
costs 4 coins due to the Bridge). Then if you played 3 coins, you could buy a Silver (for | |
2 coins) and an Estate (for 1 coin). Cards in players' decks are also affected. The effect | |
is cumulative; if you Throne Room a Bridge, all cards will cost 2 coins less this turn. | |
Costs never go below 0 coins. For this reason, if you play Bridge and then play | |
Upgrade, you could trash a Copper (which still costs zero, even though you played | |
Bridge) and gain a Pawn (which costs 1 after Bridge is played).</description> | |
</card> | |
<card> | |
<name>Conspirator</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You evaluate whether or not Conspirator gives you +1 Card and +1 | |
Action when you play it. If later in the turn you play more Action cards, you do not go | |
back and reevaluate a Conspirator played earlier. For the purposes of counting actions, | |
if you Throne Room an Action, that's one Action for the Throne Room, one for the | |
selected Action played the first time, and one for the selected Action played the second | |
time. For example, if you play Throne Room on Conspirator, the first Conspirator will | |
be your second Action, and won't give you +1 Card or +1 Action, but the second | |
Conspirator will be your third Action, and you will get +1 Card and +1 Action for that | |
second Conspirator. Action - Victory cards are Actions.</description> | |
</card> | |
<card> | |
<name>Coppersmith</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>This just changes how much money you get when playing Copper. The | |
effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you | |
play that turn will produce 3 coins.</description> | |
</card> | |
<card> | |
<name>Courtyard</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>You draw cards and add them to your hand before putting one back. The | |
card you put on top of your deck can be any card in your new hand and doesn't have | |
to be one of the 3 you just drew.</description> | |
</card> | |
<card> | |
<name>Duke</name> | |
<set>intrigue</set> | |
<type>victory</type> | |
<cost>5</cost> | |
<description>This does nothing until the end of the game, at which time it's worth 1VP per | |
Duchy you have. This counts all of your cards - your Discard pile and hand are part of | |
your Deck at that point. During set-up, place 12 Dukes in the Supply for a 3- or 4- | |
player game and 8 in the Supply for a 2-player game.</description> | |
</card> | |
<card> | |
<name>Great Hall</name> | |
<set>intrigue</set> | |
<type>action-victory</type> | |
<cost>3</cost> | |
<description>This is both an Action card and a Victory card. When you play it, you draw | |
a card and may play another Action. At the end of the game, it's worth 1VP, like an | |
Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and | |
8 in the Supply for a 2-player game.</description> | |
</card> | |
<card> | |
<name>Harem</name> | |
<set>intrigue</set> | |
<type>treasure-victory</type> | |
<cost>6</cost> | |
<description>This is both a Treasure card and a Victory card. You can play it for 2 coins, just | |
like a Silver card. At the end of the game, it's worth 2VP. During set-up, place 12 | |
Harems in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player | |
game.</description> | |
</card> | |
<card> | |
<name>Ironworks</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>The card you gain must be from the Supply and is put into your discard | |
pile. You get a bonus depending on what type of card you gained. A card with 2 types | |
gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a | |
card (because Great Hall is a Victory card) and may play another Action (because Great | |
Hall is an Action card). Costs of cards are affected by Bridge.</description> | |
</card> | |
<card> | |
<name>Masquerade</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>First you draw 2 cards. Next, each player (all at the same time) chooses a | |
card from his hand and places it face down on the table between him and the player to | |
his left. The player to the left then puts that card into his hand. Cards are passed | |
simultaneously, so you may not look at the card you are receiving until you have | |
chosen a card to pass. Finally, you may trash a card from your hand. Only the player | |
who played Masquerade may trash a card. This is not an Attack and cannot be | |
responded to with Moat or Secret Chamber.</description> | |
</card> | |
<card> | |
<name>Mining Village</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You must decide whether to trash Mining Village or not before | |
moving on to other actions or other phases. You get a card and +2 Actions, whether | |
you choose to trash it or not. If you trash it you also get +2 Coins. If you Throne Room | |
a Mining Village, you cannot trash Mining Village twice. You will get +1 Card, +2 | |
Actions, and +2 Coins the first time you play it and trash it and when you play it the | |
second time with the Throne Room you get +1 Card and +2 Actions but cannot trash it | |
again.</description> | |
</card> | |
<card> | |
<name>Minion</name> | |
<set>intrigue</set> | |
<type>action-attack</type> | |
<cost>5</cost> | |
<description>You get +1 Action whichever option you choose. The options are +2 coins, or | |
everything after that - discarding, drawing 4 cards, and other players discarding and | |
drawing. A player who Moats this neither discards nor draws. Other players are only | |
affected by this if they have 5 or more cards in hand. Other players can use Secret | |
Chamber when you play Minion even if they do not have 5 or more cards in hand.</description> | |
</card> | |
<card> | |
<name>Nobles</name> | |
<set>intrigue</set> | |
<type>action-victory</type> | |
<cost>6</cost> | |
<description>This is both an Action card and a Victory card. When you play it, you choose | |
either to draw 3 cards or to get 2 more Actions to use; you cannot mix and match. At | |
the end of the game, this is worth 2VP. During set-up, place 12 Nobles in the Supply | |
for a 3- or 4-player game and 8 in the Supply for a 2-player game.</description> | |
</card> | |
<card> | |
<name>Pawn</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>First pick any 2 of the 4 options. You cannot pick the same option twice. After | |
picking both, do both, in either order. You may not choose to draw a card, look at the | |
card drawn, and then make your second choice.</description> | |
</card> | |
<card> | |
<name>Saboteur</name> | |
<set>intrigue</set> | |
<type>action-attack</type> | |
<cost>5</cost> | |
<description>Each other player turns over the top cards of his deck until he reveals one | |
costing 3 coins or more. If a player needs to shuffle to continue revealing cards, he | |
does not shuffle in the already revealed cards. If he goes through all of his cards | |
without finding a card costing 3 coins or more, he just discards everything revealed | |
and is done. If he does find a card costing 3 coins or more, he trashes it, and then may | |
choose to gain a card costing at most 2 coins less than the trashed card. For example, if | |
he trashed a card costing 5 coins, he may gain a card costing up to 3 coins. The gained | |
card must be from the Supply and is put into his discard pile, as are his revealed cards. | |
Costs of cards are affected by Bridge.</description> | |
</card> | |
<card> | |
<name>Scout</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>If there are fewer than 4 cards left in your deck, reveal all the cards in your | |
deck, shuffle your discard pile (which does not include currently revealed cards), and | |
then reveal the remainder needed. Action - Victory cards are Victory cards. Curse cards | |
are not Victory cards. Take all revealed Victory cards into your hand; you cannot choose | |
to leave some on top. You do not have to reveal the order that you put cards back in.</description> | |
</card> | |
<card> | |
<name>Secret Chamber</name> | |
<set>intrigue</set> | |
<type>action-reaction</type> | |
<cost>2</cost> | |
<description>When you play this as an Action on your turn, you first discard any | |
number of cards from your hand, then get 1 coin per card you discarded. You may | |
choose to discard zero cards, but then you will get zero additional coins. The other | |
ability does nothing at that time as it is only used as a Reaction. When someone else | |
plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first | |
you draw 2 cards, then you put any 2 cards from your hand on top of your deck (in | |
any order). The cards you put back do not have to be the ones you drew. You can put | |
Secret Chamber itself on top of your deck; it's still in your hand when you reveal it. | |
Revealing Secret Chamber happens prior to resolving what an Attack does to you. For | |
example, if another player plays Thief, you can reveal Secret Chamber, draw 2 cards, put | |
2 back, and then you resolve getting hit by the Thief. You can reveal Secret Chamber | |
whenever another player plays an Attack card, even if that Attack would not affect you. | |
Also, you can reveal more than one Reaction card in response to an Attack. For | |
example, after revealing the Secret Chamber in response to an Attack and resolving the | |
effect of the Secret Chamber, you can still reveal a Moat to avoid the Attack completely.</description> | |
</card> | |
<card> | |
<name>Shanty Town</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>You get 2 more Actions to use no matter what else happens. Then you | |
must reveal your hand. If you have no Action cards in hand, you draw 2 cards. If the | |
first card you draw is an Action card, you still draw the second card. Action - Victory | |
cards are Action cards.</description> | |
</card> | |
<card> | |
<name>Steward</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>If you choose to trash 2 cards and have 2 or more cards in your hand after | |
playing the Steward, then you must trash exactly 2 cards. You may choose to trash 2 | |
cards, even if you only have 1 card left in your hand after playing the Steward; just | |
trash the remaining card in your hand. You cannot mix and match - you either draw 2 | |
cards, get 2 coins, or trash 2 cards.</description> | |
</card> | |
<card> | |
<name>Swindler</name> | |
<set>intrigue</set> | |
<type>action-attack</type> | |
<cost>3</cost> | |
<description>A player with no cards left in his Deck shuffles first; a player who still has | |
no cards does not trash a card or gain a card. If the order matters (such as when piles | |
are running low), resolve Swindler in turn order starting with the player to your left. | |
Gained cards go to discard piles. If a player trashes a 0-cost card such as Copper, you | |
may choose to give him Curse (if there are any left). You can give a player another copy | |
of the same card he trashed. The gained cards have to be ones from the Supply, and | |
you have to pick a card that's left if you can (you cannot pick an empty pile). If there | |
are no cards in the Supply with the same cost as a given player's trashed card, no card | |
is gained by that player. A player who Moats this does not reveal a card from his deck, | |
and so neither trashes a card nor gains a card.</description> | |
</card> | |
<card> | |
<name>Torturer</name> | |
<set>intrigue</set> | |
<type>action-attack</type> | |
<cost>5</cost> | |
<description>Each other player chooses which option to suffer and then suffers it. A | |
player can choose to gain a Curse even when there are no Curses left, in which case he | |
doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in | |
hand or one card in hand (if he has one card, he discards that single card). Gained | |
Curses go to the players' hands rather than their discard piles. If there aren't enough | |
Curses left for everybody, deal them around in turn order starting with the player to | |
your left. When the order matters (such as with very few Curses left), each player | |
makes his decision of which fate to suffer in turn order.</description> | |
</card> | |
<card> | |
<name>Trading Post</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If you have 2 or more cards, you must trash exactly 2 cards and gain a | |
Silver card. The gained Silver card goes into your hand and can be spent the same turn. | |
If the Silver pile is empty, you do not gain a Silver card (but still trash cards if possible). | |
If you only have one card left in your hand and you play Trading Post, you trash the | |
one remaining card but you do not gain a Silver. If you have no cards left when you | |
play this, nothing happens.</description> | |
</card> | |
<card> | |
<name>Tribute</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If the player after you has fewer than 2 cards left in his deck, he reveals all | |
the cards in his deck, shuffles his discard pile (which does not include currently | |
revealed cards), and then reveals the remainder needed. The player then discards the | |
revealed cards. If the player after you does not have enough cards to reveal 2, he reveals | |
what he can. You get bonuses for the types of cards revealed, counting only the | |
different cards. A card with 2 types gives you both bonuses. So if the player to your left | |
reveals Copper and Harem, you get +4 coins and +2 cards; if he reveals 2 Silvers, you | |
just get +2 coins. Curse produces no bonus.</description> | |
</card> | |
<card> | |
<name>Upgrade</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>Draw a card first. Then, you must trash a card from your hand and gain a | |
card costing exactly 1 coin more than the trashed card. The gained card has to be a card | |
in the Supply, and it goes into your discard pile. If there are no cards available for that | |
cost, you do not get one (you still trashed a card though). If you do not have a card in | |
your hand to trash, you neither trash nor gain a card. Card costs are affected by Bridge. | |
Since Bridge affects the costs of the card you trash and the card you gain, in most cases | |
the Bridge will have no net effect. But since cards cannot go below zero in cost, a | |
Bridge played before an Upgrade would allow you to trash a Copper (cost of zero, even | |
with the Bridge) and gain an Estate (cost of 1 as a result of the Bridge).</description> | |
</card> | |
<card> | |
<name>Wishing Well</name> | |
<set>intrigue</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>First you draw your card. Then name a card ("Copper," for example - | |
not "Treasure") and reveal the top card of your deck; if you named the same card you | |
revealed, put the revealed card in your hand. If you do not name the right card, you | |
put the revealed card back on top.</description> | |
</card> | |
<!-- | |
Seaside | |
--> | |
<card> | |
<name>Ambassador</name> | |
<set>seaside</set> | |
<type>action-attack</type> | |
<cost>3</cost> | |
<description>First you choose and reveal a card from your hand. | |
You may place up to 2 copies of that card from your hand back | |
in the Supply. You may choose not to put any of them back in | |
the Supply. Then the other players each gain a copy of it from | |
the Supply. If the pile for the chosen card runs out, some players | |
may not get one; cards are given out in turn order starting with | |
the next player. If you have no other cards in hand when you | |
play this, it does nothing.</description> | |
</card> | |
<card> | |
<name>Bazaar</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>You draw a card, get 2 more Actions to use, and get 1 | |
more coin to spend this turn.</description> | |
</card> | |
<card> | |
<name>Caravan</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>4</cost> | |
<description>Draw a card at the start of your next turn (not | |
before); Caravan itself is discarded during the Clean-up phase of | |
that subsequent turn.</description> | |
</card> | |
<card> | |
<name>Cutpurse</name> | |
<set>seaside</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>Other players must discard one and only one Copper. | |
If they do not have a Copper, they must reveal their hand for all | |
players to see.</description> | |
</card> | |
<card> | |
<name>Embargo</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>You can pick any pile in the supply. If multiple | |
Embargo cards are used to put Embargo tokens on the same pile, | |
a player gains a Curse card for every Embargo token when they | |
buy a card from that pile. You do not gain a Curse card if you | |
gain a card from an Embargoed pile without buying it (for | |
example, if you gain a card with Smugglers). If you Throne Room | |
an Embargo, you place two Embargo tokens and they do not | |
have to go on the same Supply pile. If you run out of Embargo | |
tokens, use a suitable replacement to mark Embargoed piles. If | |
there are no Curses left, Embargo tokens do nothing.</description> | |
</card> | |
<card> | |
<name>Explorer</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>You don't have to reveal a Province if you have one. If | |
you do reveal one you gain a Gold, otherwise you gain a Silver. | |
The gained card comes from the supply and is put into your | |
hand; it can be spent the same turn.</description> | |
</card> | |
<card> | |
<name>Fishing Village</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>3</cost> | |
<description>You get a coin to spend and 2 more Actions to | |
use this turn. At the start of your next turn you get a coin and | |
only one more Action. This means you will be able to play 2 | |
Actions total on your next turn (counting your normal Action). | |
Leave this in front of you until the Clean-up phase of your next | |
turn.</description> | |
</card> | |
<card> | |
<name>Ghost Ship</name> | |
<set>seaside</set> | |
<type>action-attack</type> | |
<cost>5</cost> | |
<description>The other players choose which cards they put on | |
their decks and in what order. This has no effect on another | |
player who already has only 3 cards in hand. A player with no | |
cards left in their deck does not shuffle; the cards put back | |
become the only cards in their deck.</description> | |
</card> | |
<card> | |
<name>Haven</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>2</cost> | |
<description>First draw a card; then choose a card from your hand | |
and set it aside, face down. Put the set aside card on the Haven, | |
to remind you what it's for. Other players don't get to see what | |
you put down. You have to set aside a card; it's not optional. | |
Haven and the card stay there until the start of your next turn, | |
at which point you put the set aside card into your hand. Haven | |
itself is discarded during the Clean-up phase of that subsequent | |
turn.</description> | |
</card> | |
<card> | |
<name>Island</name> | |
<set>seaside</set> | |
<type>action-victory</type> | |
<cost>4</cost> | |
<description>When you first take this card, take an Island player mat. | |
Island is both an Action card and a Victory card. In a 3- or 4- | |
player game, use 12 Islands. Use 8 Islands in a 2-player game. | |
Island and the card set aside with it are set aside face up on the | |
Island player mat provided. They should not be shuffled back | |
into your deck when you shuffle your discard pile. They are | |
returned to your deck at the end of the game in order to | |
calculate total victory points. Island is worth 2VP. If you | |
have no other cards in hand when you play Island, just set Island | |
aside by itself. If you Throne Room an Island, set aside the Island | |
and a card from your hand, then set aside another card from | |
your hand. You may look through the cards on your Island | |
playing mat (they are face up) and other players may ask to see | |
what you have there as well.</description> | |
</card> | |
<card> | |
<name>Lighthouse</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>2</cost> | |
<description>You get an action and a coin this turn, but only a | |
coin next turn. Attack cards played by other players don’t affect | |
you, even if you want them to. You could reveal Secret Chamber | |
in order to draw 2 cards and put 2 cards from your hand back | |
on top of your deck when an Attack card is played, and you will | |
still not suffer from the Attack card. You do still gain the | |
benefits (like + Cards) of Attack cards you play on your turn. | |
Lighthouse is discarded during the Clean-up phase of your next | |
turn.</description> | |
</card> | |
<card> | |
<name>Lookout</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>If you do not have 3 cards to look at from the top of | |
your deck, look at as many as you can and then shuffle your | |
discard pile to look at the remaining cards. You should look at | |
all 3 cards before deciding which card to trash, which card to | |
discard, and which card to put back on top of your deck. If the | |
3 cards you look at are the last 3 cards in your deck, the card you | |
put back on top of your deck will be the only card left in your | |
deck. If you have less than 3 cards to look at, even after | |
shuffling, then you must follow the instructions on the card in | |
order. If you only have one card to look at, you must trash it. If | |
you have 2 cards to look at, you must trash one and discard one.</description> | |
</card> | |
<card> | |
<name>Merchant Ship</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>5</cost> | |
<description>You get 2 coins to spend this turn, and 2 more | |
on your next turn. Leave this in front of you until the Clean-up | |
phase of your next turn.</description> | |
</card> | |
<card> | |
<name>Native Village</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>When you first gain one of these, take a Native | |
Village player mat to put cards from this on. When you play | |
Native Village, either take all of the set aside cards from your | |
Native Village player mat and put them into your hand, or set | |
aside the top card of your deck face down (shuffling first if | |
needed) on the Native Village player mat. You may choose either | |
option even if you have no cards on your mat or no cards in | |
your deck. You may look at the cards on your Native Village | |
player mat at any time. At the end of the game, any cards still on | |
your mat return to your deck for scoring. Native Village itself | |
does not get set aside; it goes to your discard pile during the | |
Clean-up phase.</description> | |
</card> | |
<card> | |
<name>Navigator</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You discard all 5 cards or none of them. If you don't | |
discard them, put them back in any order. If there aren't 5 cards | |
left in your deck, look at as many as you can, then shuffle your | |
discard pile (not including the cards you are currently looking | |
at),and look at the rest. If there still aren't 5, you just look at | |
however many are left, and put them back or discard them.</description> | |
</card> | |
<card> | |
<name>Outpost</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>5</cost> | |
<description>The extra turn is completely normal except that your | |
starting hand for it is only 3 cards. This means that you only | |
drew 3 cards instead of 5 cards during the Clean-up phase of the | |
turn when you played Outpost. Leave Outpost in front of you | |
until the end of the extra turn. If you play Outpost as well as a | |
"Now and at the start of your next turn" card, such as Merchant | |
Ship, the turn from Outpost will be that next turn, so you'll get | |
those coins then. If you manage to play Outpost twice in one | |
turn, you will still only get one extra turn. If you play Outpost | |
during an extra turn, it won't give you another turn.</description> | |
</card> | |
<card> | |
<name>Pearl Diver</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>Draw a card before you look at the bottom card of | |
your deck. If placing the card on top of your deck, be sure not | |
to look at the next card on the bottom of your deck while | |
moving the card. If you have no cards left when it's time to look | |
at the bottom, you shuffle first.</description> | |
</card> | |
<card> | |
<name>Pirate Ship</name> | |
<set>seaside</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>When you first take this card, take a Pirate Ship | |
player mat. If you use the Pirate Ship to trash treasures, a player | |
with just one card left reveals that last card and then shuffles to | |
get the other card to reveal (without including the revealed | |
card); a player with no cards left shuffles to get both of them. A | |
player who still doesn't have two cards to reveal after shuffling | |
just reveals what he can. Each player trashes one Treasure card at | |
most, of the attacker's choice from the two revealed cards. As | |
long as you trashed at least one Treasure card in this way, place a | |
Coin token on your Pirate Ship player mat. You can't get more | |
than one Coin token each time you play Pirate Ship, no matter | |
how many treasures it trashes. If you choose not to try to trash | |
treasures from the other players, the Pirate Ship is worth one | |
coin for each Coin token on your Pirate Ship player mat. The | |
Coin tokens are cumulative, so after you have used your Pirate | |
Ships to trash coins 3 times (and you trash at least one Treasure | |
card each time), any Pirate Ship you play could be worth 3 coins. | |
Pirate Ship is an Action-Attack and players can reveal Secret | |
Chamber even if you choose to use Pirate Ship for the coin value.</description> | |
</card> | |
<card> | |
<name>Salvager</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>If you have at least one card in your hand, then you | |
must trash one. If you don't have a card in hand left to trash, | |
you get no coins, but still get the +1 Buy.</description> | |
</card> | |
<card> | |
<name>Sea Hag</name> | |
<set>seaside</set> | |
<type>action-attack</type> | |
<cost>4</cost> | |
<description>A player with no cards left in his deck shuffles first in | |
order to get a card to discard. If he still has no cards, he doesn't | |
discard one. A player discarding his last card to this has the | |
gained Curse become the only card in his deck. If there aren't | |
enough Curses left to go around, deal them out in turn order, | |
starting with the player to the left of the player who played Sea | |
Hag.</description> | |
</card> | |
<card> | |
<name>Smugglers</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>This looks at the most recent turn of the player to | |
your right, even if you've taken multiple turns in a row. If that | |
player gained no cards, or nothing costing 6 or less, then | |
Smugglers does nothing. If that player gained multiple cards | |
costing 6 or less, you choose which one to gain a copy of. Gained | |
cards must come from the supply. They can be any card gained, | |
whether bought or otherwise gained; you can even gain a card | |
that the previous player gained with Smugglers. If the previous | |
player gained a card via Black Market, you will not be able to | |
gain a copy of it, as there are no copies of it in the supply. This is | |
not an Attack; Lighthouse and Moat can't stop it.</description> | |
</card> | |
<card> | |
<name>Tactitian</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>5</cost> | |
<description>You wait until the start of your next turn to draw the | |
5 extra cards; you don’t draw them at the end of the turn you | |
played Tactician. Tactician stays out in front of you until the | |
Clean-up phase of your next turn. Because you must discard at | |
least one card in order to gain the bonuses from Tactician, it is | |
not possible to Throne Room a Tactician to get + 10 cards, +2 | |
Buys, and + 2 Actions. You will have to discard all of your cards | |
with the first Tactician and you will not have cards left in your | |
hand to trigger the card drawing or the extra Buy or the extra | |
Action when you play Tactician for the second time.</description> | |
</card> | |
<card> | |
<name>Treasure Map</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>You can play this without another Treasure Map | |
in your hand; if you do, you trash this and gain nothing. You | |
have to actually trash two copies of Treasure Map to gain the | |
Golds; so for example if you Throne Room a Treasure Map, with | |
two more Treasure Maps in hand, then the first time Treasure | |
Map resolves you trash it and another one and gain 4 Golds, and | |
the second time it resolves you trash your other Treasure Map | |
but gain nothing (since you didn't actually trash the played | |
Treasure Map that time). If there aren't enough Gold cards left, | |
just gain what you can. The gained Golds go on top of your | |
Deck. If your deck was empty they become the only cards in it.</description> | |
</card> | |
<card> | |
<name>Treasury</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If you buy multiple cards and at least one of them is a | |
Victory card, then none of your Treasuries can be put on top of | |
your deck. If you played multiple Treasuries and did not buy a | |
Victory card this turn, then you can put any or all of the played | |
Treasuries on top of your deck. If you forget and discard a | |
Treasury to your discard pile, then essentially you have chosen | |
not to use the optional ability. You may not dig through your | |
discard pile to retrieve it later. Gaining a Victory card without | |
buying it, such as with Smugglers, does not stop you from | |
putting Treasury on top of your deck.</description> | |
</card> | |
<card> | |
<name>Warehouse</name> | |
<set>seaside</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>If you do not have 3 cards to draw in you deck, | |
draw as many as you can, shuffle your discard pile, and draw the | |
remaining cards. If you are still not able to draw 3 cards, draw | |
as many as you can. You will still need to discard 3 cards if you | |
can, even if you couldn’t draw 3. You may discard any | |
combination of cards that you just drew with the Warehouse or | |
cards that were previously in your hand.</description> | |
</card> | |
<card> | |
<name>Wharf</name> | |
<set>seaside</set> | |
<type>action-duration</type> | |
<cost>5</cost> | |
<description>You draw 2 cards and get an extra Buy this turn, and | |
then draw 2 more cards and get another extra Buy at the start of | |
your next turn. You don't draw your extra 2 cards for next turn | |
until that turn actually starts. Leave this in front of you until the | |
Clean-up phase of your next turn.</description> | |
</card> | |
<!-- | |
Alchemy | |
--> | |
<card> | |
<name>Alchemist</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">3</cost> | |
<description>When you play this, you draw two cards and may | |
play an additional Action card this turn. In the Clean-up Phase, | |
when you discard this, if you have at least one Potion card in play, | |
you may put Alchemist on top of your deck. This is optional and | |
happens before drawing your new hand. If you have no cards in | |
your deck when you do this, Alchemist becomes the only card in | |
your deck. If you have multiple Alchemists and a Potion, you can | |
put any or all of the Alchemists on top of your deck. You don't | |
have to have used the Potion to buy anything, you only need to | |
have played it.</description> | |
</card> | |
<card> | |
<name>Apothecary</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">2</cost> | |
<description>You draw a card first. Then reveal the top four cards, | |
put the Coppers and Potions into your hand, and put the rest | |
back on top of your deck. If there aren't four cards left in your | |
deck, reveal what you can and shuffle to get the rest. If there still | |
aren't enough cards, just reveal what there is. Any cards that are | |
not Copper and are not Potion go back on top of your deck in an | |
order you choose. You cannot choose not to take all of the | |
Coppers and Potions. If after revealing four cards there are no | |
cards left in your deck, the cards you put back will become the | |
only cards in your deck.</description> | |
</card> | |
<card> | |
<name>Apprentice</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost>5</cost> | |
<description>If you do not have any cards left in hand to trash, | |
you do not draw any cards. If you trash a card costing 0, such as | |
Curse or Copper, you do not draw any cards. Otherwise you draw | |
a card per [coin] the card you trashed cost, and another two cards if | |
it had [potion] in its cost. For example, if you trash a Golem, which | |
costs [4 coins and 1 potion], you draw 6 cards.</description> | |
</card> | |
<card> | |
<name>Familiar</name> | |
<set>alchemy</set> | |
<type>action-attack</type> | |
<cost potion="1">3</cost> | |
<description>If there aren't enough Curses left to go around when | |
you play Familiar, you deal them out in turn order, starting with | |
the player to your left. If you play Familiar with no Curses | |
remaining, you will still get +1 Card and +1 Action. A player | |
gaining a Curse puts it face-up into his Discard pile.</description> | |
</card> | |
<card> | |
<name>Golem</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">4</cost> | |
<description>Reveal cards from the top of your deck, one at a time, | |
until you have revealed two Action cards that are not Golem. If | |
you run out of cards before revealing two non-Golem Actions, | |
shuffle your discard pile (but not the revealed cards) and | |
continue. If you run out and have no discard pile left either, you | |
just get the Actions you found. Discard all of the revealed cards | |
except for the non-Golem Actions you found. If you did not find | |
any, you're done. If you found one, play it. If you found two, play | |
them both, in either order. You cannot choose not to play one of | |
them. These Action cards are not in your hand and so are | |
unaffected by things that look for cards in your hand. For | |
example, if one of them is Throne Room (from Dominion), you | |
cannot use it on the other one.</description> | |
</card> | |
<card> | |
<name>Herbalist</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost>2</cost> | |
<description>When you play this, you get an extra coin to spend | |
this turn, and may buy an additional card in your Buy phase. | |
When you discard this from play (usually during Clean-up), you | |
may choose a Treasure card you have in play, and put that card on | |
your deck. If you have no cards in your deck, that Treasure will | |
become the only card in your deck. You choose what order to | |
discard cards during Clean-up; so, for example, if you have | |
Herbalist, Potion, and Alchemist in play, you could choose to | |
discard Alchemist first, putting it on top of your deck, then | |
discard Herbalist, and put Potion on top of your deck. If you have | |
multiple Herbalists in play, each one will let you put another | |
Treasure from play onto your deck when you discard it.</description> | |
</card> | |
<card> | |
<name>Philosopher's Stone</name> | |
<set>alchemy</set> | |
<type>treasure</type> | |
<cost potion="1">3</cost> | |
<description>This is a Treasure card. It is a Kingdom card; | |
it will only be in games where it is randomly dealt out as one of | |
the 10 Kingdom cards, or otherwise selected to be one of them. It | |
is played during your Buy phase, like other Treasure cards. When | |
you play it, count the number of cards in your deck and discard | |
pile combined, divide by 5, and round down. That is how many | |
coins this produces for you. Once played, the amount of coins | |
you get does not change even if the number of cards changes later | |
in the turn. The next time you play it, count again. If you play | |
multiple copies, obviously the number will be the same for all of | |
them. It does not matter what order your discard pile is in, but | |
the order your deck is in matters. Do not change that order while | |
counting! You will get to look through your discard pile as you | |
count it. You only count your deck and discard pile, not your | |
hand or cards in play or set aside cards. You cannot play more | |
Treasures after buying something in your buy phase; so for | |
example you cannot buy a card, then play Philosopher's Stone, | |
then buy another card.</description> | |
</card> | |
<card> | |
<name>Possesion</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">6</cost> | |
<description>You are not taking a turn with the deck of the player | |
to your left; that player is taking a turn, with you making the | |
decisions and gaining the cards. This is a crucial difference to keep | |
in mind when considering card interactions – the “you” in all | |
cards still refers to the player being Possessed, not the player | |
doing the Possessing. Possession has several pieces to it: | |
- You can see the Possessed player's cards for the entire turn, | |
which means you will see his next hand during Clean-up. You will | |
also see any cards he is entitled to see due to card rules; for | |
example, you can look at cards he has set aside with Native Village | |
(from Seaside). You can count any cards he can count. | |
- You make all decisions for the Possessed player, including what | |
cards to play, decisions those cards provide, and what cards to | |
buy. | |
- Any cards the Possessed player would have gained in any way, | |
you gain instead; this includes cards bought, as well as cards | |
gained due to Actions. The cards you gain this way go to your | |
discard pile, even if they would have gone to that player's hand or | |
the top of his deck or somewhere else. You only gain cards he | |
would have; you do not gain tokens he would have (for example | |
from the Dominion: Seaside card Pirate Ship). | |
- During the Possessed turn, whenever one of that player's cards is | |
trashed, set it aside, and that player puts it into his discard pile at | |
the end of the turn, after Clean-up. This counts as the card being | |
trashed, so, for example, you could trash a Mining Village (from | |
Dominion: Intrigue) and get the [2 coins]. Getting those cards back at | |
end of turn does not count as those cards being gained (so for | |
example, you won't get them). Other players' cards that are | |
trashed during that turn are not returned. | |
- Cards passed with Masquerade (from Dominion: Intrigue) are | |
not being gained or trashed, and so are passed normally. Cards | |
returned to the Supply with Ambassador (from Dominion: | |
Seaside) are also not being trashed, and so return to the Supply | |
normally. | |
- If you make another player play an Attack via Possession, that | |
Attack will hit you like it would normally. If you want to use a | |
Reaction in response to that Attack (such as Secret Chamber from | |
Dominion: Intrigue), you would be the one revealing the | |
Reaction, not the player being Possessed. | |
- Possession causes an extra turn to be played, like the card | |
Outpost does (from Dominion: Seaside). The extra turn happens | |
only after this turn is completely over - you will have discarded | |
everything and drawn your next hand. Outpost only prevents | |
itself from giving a player two consecutive turns, it does not | |
prevent other cards or the rules from doing so. So, for example, if | |
you play Possession in a two-player game, then after the | |
Possession turn, that player still gets his normal turn. If he played | |
Outpost during that turn though, it would not give him an extra | |
turn. If you play both Outpost and Possession in the same turn, | |
the Outpost turn happens first. If you make someone play | |
Outpost during a turn in which you Possessed them, that player | |
will get the extra turn and make decisions during it and so forth, | |
not you; if you make someone play Possession during a turn in | |
which you Possessed them, that will make that player Possess the | |
player to his left, rather than you getting to Possess anyone | |
further. Possession turns (and other extra turns) do not count for | |
the tiebreaker. Once the game ends, no further turns are played, | |
including extra turns from Possession and Outpost. | |
- Unlike Outpost, Possession is not a Duration card. It is discarded | |
in the Clean-up phase of the turn you played it. | |
- Possession is cumulative; if you play it twice in one turn, there | |
will be two extra turns after this one.</description> | |
</card> | |
<card> | |
<name>Scrying Pool</name> | |
<set>alchemy</set> | |
<type>action-attack</type> | |
<cost potion="1">2</cost> | |
<description>First you reveal the top card of each player's deck, | |
and either have them discard it or have them put it back. If | |
people care about the order, go clockwise, starting with yourself. | |
You make a separate decision for each player. After you finish | |
making those decisions, reveal cards from the top of your deck | |
until you reveal a card that isn't an Action card. If you run out of | |
cards without revealing a non-Action card, shuffle your discard | |
pile and keep going. If you have no discard pile left either, stop | |
there. Put all of the revealed Action cards into your hand, plus | |
that first non-Action you revealed. If the very first card you | |
revealed was not an Action, that card goes into your hand. Cards | |
with multiple types, one of which is Action, are Actions. The only | |
cards that go into your hand are the ones revealed as part of | |
revealing cards until finding a non-Action; you do not get | |
discarded cards from the first part of what Scrying Pool did, or | |
cards from other players' decks.</description> | |
</card> | |
<card> | |
<name>Transmute</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">0</cost> | |
<description>If you have no cards left in hand to trash, you do not | |
get anything. If you trash a Curse to this, you do not get anything | |
– Curse is not an Action card or Victory card or Treasure card. If | |
you trash a card with more than one type, you get each applicable | |
thing. For example, if you trash an Action-Victory card (such as | |
Nobles, from Dominion: Intrigue), you gain both a Duchy and a | |
Gold. Gained cards come from the Supply and go to your discard | |
pile. If there are no appropriate cards left to gain, you don't gain | |
those cards.</description> | |
</card> | |
<card> | |
<name>University</name> | |
<set>alchemy</set> | |
<type>action</type> | |
<cost potion="1">2</cost> | |
<description>Gaining an Action card is optional. If you choose to | |
gain one, it comes from the Supply, must cost no more than [5 coins], | |
and goes to your discard pile. Cards with multiple types, one of | |
which is Action, are Actions and can be gained this way. Cards | |
with [potion] in their cost can't be gained by this.</description> | |
</card> | |
<card> | |
<name>Vineyard</name> | |
<set>alchemy</set> | |
<type>victory</type> | |
<cost potion="1">0</cost> | |
<description>This Kingdom card is a Victory card, not an Action | |
card. It does nothing until the end of the game, when it is worth | |
1 victory point per 3 Action cards in your Deck (counting all of | |
your cards - your Discard pile and hand are part of your Deck at | |
that point). Round down; if you have 11 Action cards, Vineyard is | |
worth 3 victory points. During set-up, put all 12 Vineyards in the | |
Supply for a game with 3 or more players, but only 8 in the | |
Supply for a 2-player game. Cards with multiple types, one of | |
which is Action, are Actions and so are counted by Vineyard.</description> | |
</card> | |
<!-- | |
Promotional | |
--> | |
<card> | |
<name>Black Market</name> | |
<set>promotional</set> | |
<type>action</type> | |
<cost>3</cost> | |
<description>(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)</description> | |
</card> | |
<card> | |
<name>Envoy</name> | |
<set>promotional</set> | |
<type>action</type> | |
<cost>4</cost> | |
<description>Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.</description> | |
</card> | |
<card> | |
<name>Stash</name> | |
<set>promotional</set> | |
<type>treasure</type> | |
<cost>5</cost> | |
<description>When you shuffle, you may put this anywhere in your deck.</description> | |
</card> | |
</kingdom> | |
</cards> |
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<title>Dominion Cards</title> | |
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div.card{height: 103mm; width: 59mm; border: 2px solid #000; margin: 1px; float: left; overflow: hidden} /* height 91mm + 12mm */ | |
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.treasure-victory{background-color: green; color: yellow} | |
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p {page-break-inside:avoid} | |
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<xsl:apply-templates> | |
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