Manual in English

Dominion: Guilds — Rules Manual

Rio Grande Games, 999 Games, Hobby Japan · Board game · 2013
2–4 · best 3 30 min Weight 2.5/5 Official PDF 22 pages
7.9 rating Ludopedia
7.8 rating BGG

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22 pages
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Setup Reminders
With 2 Players, all VP cards only have 8 put out, including all split VP cards. 3-4 use all cards. 5 players: 15 Provinces and all others. 6 players: 18 Provinces and all others.
Curses are: 2 player: 10, 3 player: 20, 4 player: 30, 5 player: 40, 6 players: 50.
With Dark Ages ONLY:
Use Shelters instead of Estates (One of each).
Spoils, Madmen, Mercenary and Shelters are not part of supply but kept handy as needed. They do not affect end game conditions.
If using LOOTER cards: Use Ruins, shuffle all together and put out amounts like Curses, place face down with top card face up.
If using Knights: Shuffle Knights cards, place face down with top card face up. Do not get Trade Route tokens.
Game End
2-4 players: Supply of Provinces empty OR 3 supply piles empty.
5 or 6 player: Supply of Provinces empty OR 4 supply piles empty.
With Prosperity ONLY: OR if Colony supply is empty.

Base Game
Intrigue Expansion
Seaside Expansion
Alchemy Expansion
Prosperity Expansion
Cornucopia Expansion
Hinterlands Expansion
Dark Ages Expansion
Guilds Expansion
Promo expansions

Abandoned Mine - When you play this, you just get +1 Coin. This is a Ruins; see Additional Rules for Dark Ages and Preparation.

Adventurer – 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.

Advisor - If there are not three cards in your deck, reveal what you can, then shuffle your discard pile into your deck to get the other cards. If there still are not enough, just reveal what you can. No matter how many you revealed, the player to your left chooses one for you to discard, and the remaining cards go into your hand.

Alchemist - 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.

Altar - You trash a card from your hand if you can, and then gain a card whether or not you trashed one. The gained card comes from the Supply and is put into your discard pile.

Ambassador - 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.

Apothecary - 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.

Apprentice - 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 cost of the card you trashed cost, and another two cards if it had a potion in its cost. For example, if you trash a Golem, which costs one potion and four gold, you draw 6 cards.

Armory - The card you gain comes from the Supply and is put on top of your deck.

four cards there are no cards left in your deck the cards you put back will become the only cards in your deck Apprentice 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 cost of the card you trashed cost and another two cards if it had a potion in its cost For example if you trash a Golem which costs one potion and four gold you draw 6 cards Armory The card you gain comes from the Supply and is put on top of your deck

Bag of Gold - The Gold you gain comes from the Supply and is put on top of your deck. If your deck has no cards in it, it becomes the only card in your deck. If there are no golds left in the Supply, you do not gain one. This is a Prize; see the Additional Rules.

Baker - When you play this, you draw a card, get +1 Action, and take a Coin token. In games using this card, each player starts the game with a Coin token. This includes games using the promo card Black Market in which Baker is in the Black Market deck.

Band of Misfits - When you play this, you pick an Action card from the Supply that costs less than it, and treat this card as if it were the card you chose. Normally this will just mean that you follow the instructions on the card you picked. So, if you play Band of Misfits and Fortress is in the Supply, you could pick that and then you would draw a card and get +2 Actions, since that is what Fortress does when you play it. Band of Misfits also gets the chosen card's cost, name, and types. If you use Band of Misfits as a card that trashes itself, such as Death Cart, you will trash the Band of Misfits (at which point it will just be a Band of Misfits card in the trash). If you use Band of Misfits

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as a duration card (from Seaside), Band of Misfits will stay in
play until next turn, just like the duration card would. If you use
Band of Misfits as a Throne Room (from Dominion), King's
Court (from Prosperity), or Procession, and use that effect to
play a duration card, Band of Misfits will similarly stay in play. If
you use Throne Room, King's Court, or Procession to play a
Band of Misfits card multiple times, you only pick what to play it
as the first time; the other times it is still copying the same card.
For example, if you use Procession to play Band of Misfits twice
and choose Fortress the first time, you will automatically replay
it as Fortress, then trash the Band of Misfits, return it to your
hand (it is a Fortress when it's trashed, and Fortress has a
when-trashed ability that returns it to your hand), and gain an
Action card costing exactly 6 Coin (1 Coin more than Band of
Misfits, which has left play and so is no longer copying
Fortress). If you use Band of Misfits as a card that does
something during Clean-up, such as Hermit, it will do that thing
during Clean-up. When you play Horn of Plenty (from
Cornucopia), it counts Band of Misfits as whatever Band of
Misfits was played as; for example if you play a Band of Misfits
as a Fortress, and then play another Band of Misfits as a
Scavenger, and then play Horn of Plenty, you will gain a card
costing up to 3 Coin. Band of Misfits can only be played as a
card that is visible in the Supply; it cannot be played as a card
after its pile runs out, and cannot be played as a non-Supply
card like Mercenary; it can be played as the top card of the
Ruins pile, but no other Ruins, and can only be played as Sir
Martin when that is the top card of the Knights pile.

Bandit Camp - Draw a card before gaining a Spoils. The
Spoils comes from the Spoils pile, which is not part of the
Supply, and is put into your discard pile. If there are no Spoils
cards left, you do not get one.

Bank - This is a Treasure worth a variable amount. When
you play Bank, it is worth 1 gold per Treasure you have in play,
counting itself. Remember, you choose what order to play
Treasure cards. If you play Bank with no other Treasures in
play, it is worth 1 gold. If you play two copies of Bank in a row,
the one you play second will be worth 1 gold more than the first
one. Bank produces money right when you play it; things that
happen later in the turn will not change how much money you
got from it.

Baron - 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.

Bazaar - You draw a card, get 2 more Actions to use, and get
1 more coin to spend this turn.

Beggar - When you play this, you gain three Coppers from
the Supply, putting them into your hand. If there are not three
Coppers left, just gain as many as you can. When another
player plays an Attack card, you may discard this from your
hand. If you do, you gain two Silvers from the Supply, putting
one on your deck and the other into your discard pile. If there is
only one Silver left, put it on your deck; if there are no Silvers
left, you do not gain any.

Black Market allows you to Buy a card during the Action
phase. You can use coins provided by other Action cards
played earlier in the Action phase and you can also play
Treasure cards from your hand to pay the cost of the bought
card. The Treasure cards are played to the table in your play
area, just as you would during the Buy phase. You may play
more Treasure cards than are required for the purchase; the
extra coins from Action cards and Treasure cards are available
to use during your Buy phase. You may even play Treasure
cards without Buying a card. You may not reuse coins already
spent during a turn. A card bought during the Action phase does
not count as a card bought in your Buy phase, so you do not
need an action card giving you +1 Buy to still buy a card during
your normal Buy phase. If you play Black Market and the Black
Market deck is empty, you cannot buy a card but you still get +2
Coins. If you play Black Market and choose not to buy one of
the three cards from the Black Market deck, you still get +2
Coins.

cards and Treasure cards are available to use during your Buy phase You may even play Treasure cards without Buying a card You may not reuse coins already spent during a turn A card bought during the Action phase does not count as a card bought in your Buy phase so you do not need an action card giving you 1 Buy to still buy a card during your normal Buy phase If you play Black Market and the Black Market deck is empty you cannot buy a card but you still get 2 Coins If you play Black Market and choose not to buy one of the three cards from the Black Market deck you still get 2 Coins

Bishop - See the Additional Rules section for rules on VP
tokens. Trashing a card is optional for the other players but
mandatory for you. If players care about the order things
happen for this, you trash a card first, then each other player
may trash a card, in turn order. Only the player who played
Bishop can get VP tokens from it. Potions in costs is ignored, for
example if you trash Golem (from Dominion: Alchemy), which
costs 4 gold 1 potion, you get 3VP total (counting the 1 VP you
always get from Bishop). If you have no cards left in hand to
trash, you still get the 1 gold and 1 VP.

Border Village - When you play this card you draw a card
and can play two more Actions this turn. When you gain this,
you also gain a card from the Supply that costs less than Border
Village. Normally that would be a card costing up to 5, but if
Border Village costs less than normal, such as due to Highway,
then the card you gain will have a lower maximum cost. You
only gain a card when you gain Border Village, not when you
play it. You gain a card whether you gained a Boarder Village
due to buying it, or gained it some other way.

Bridge - 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).

Bureaucrat – 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.

Butcher - First take two Coin tokens. Then you may trash a
card from your hand and pay any number of Coin tokens
(returning them to the pile). The number of Coin tokens you pay
can be zero. Butcher itself is no longer in your hand and so
cannot trash itself (though it can trash another copy of Butcher).
If you trashed a card, you gain a card costing up to the cost of
the trashed card plus the number of Coin tokens you paid. For
example, you could trash an Estate and pay six Coin tokens to
gain a Province, or you could trash another Butcher and pay
zero Coin tokens to gain a Duchy. You can pay the Coin tokens
you just got. Paying Coin tokens for this ability does not get you

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coins to spend, it just changes what cards you can gain with this
ability.

Cache - This is like a treasure worth 3 gold. When you gain
this card you also gain two Coppers from the Supply. If none
are left, gain as many as you can. You gain the Coppers only
when you gain Cache, not when you play it. You gain Coppers
whether you gained Cache due to buying it, or gained it some
other way.

Candlestick Maker - You get +1 Action and +1 Buy, and
take a Coin token.

Caravan – 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.

Cartographer - When you play this card look at the top 4
cards of your deck. If there are fewer than 4, draw them, then
shuffle your discards and draw the remainder. Take less if not
enough cards are available. Discard any cards you look at -
none, all four, or something in-between - and put the rest back
on top of your deck in any order. Do not reveal the cards you
put back.

Catacombs - When you play this, you look at the top 3 cards
of your deck, and either put all 3 into your hand, or discard all 3
and draw the next 3 cards. If you discard them and have to
shuffle to draw 3 cards, you will shuffle in the cards you
discarded and may end up drawing some of them. When you
trash Catacombs, you gain a card costing less than it. This
happens whether Catacombs is trashed on your turn or
someone else's, and no matter who has the card that trashed it.
The gained card comes from the Supply and is put into your
discard pile.

Cellar – 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.

Chancellor – 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.

Chapel – 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.

City - You draw a card and can play two more Actions no
matter what. If there is just one empty pile in the Supply, you
also draw another card. If there are two or more empty piles,
you both draw another card, and get 1 gold to spend and an
extra Buy to use in the Buy phase. There are no further
bonuses if three or more piles are empty. This only checks how
many piles are empty when you play it; if piles become empty
later in the turn, you do not go back and get the bonuses. If a
pile stops being empty due to cards being returned to it, such as
with the Dominion: Seaside card Ambassador, Cities played
after that will not count that pile as empty. An empty trash pile
does not count for this.

Colony - This is not a Kingdom card. You do not use it every
game; see the Preparation section. It is a Victory card worth 10
VP.

Conspirator – 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.

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

Contraband - This is a Treasure worth 3 gold, like Gold.
When you play it, you get +1 Buy, the player to your left names
a card, and you cannot buy the named card this turn. This does
not stop you from gaining the card in ways other than buying it
(such as via Hoard). He does not have to name a card in the
Supply. If you play multiple Contrabands in one turn, the player
to your left names a card each time; if he names different cards,
you cannot buy any of the named cards this turn. You can play
Treasures in any order, and you resolve this ability right when
you play it, before playing any further Treasure cards. Note that
once you buy a card in the Buy phase, you cannot play more
Treasures. The number of cards left in a player's hand is public
information; you can ask whenever you want to know it (for
example, when that player plays Contraband).

Coppersmith - 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.

Council Room – The other players must draw a card
whether they want to or not. All players should shuffle as
necessary.

Count - This card gives you two separate choices: first you
either discard 2 cards, put a card from your hand on top of your
deck, or gain a Copper; after resolving that, you either get + 3
Coin, trash your hand, or gain a Duchy. For example, you might
choose to discard 2 cards, then gain a Duchy. Gained cards
come from the Supply and are put into your discard pile. You
can choose an option even if you cannot do it. If you trash
multiple cards that do something when trashed at once, trash
them all, then choose an order to resolve the things that happen
due to them being trashed.

Counterfeit - This is a Treasure worth 1 Coin. You play it in
your Buy phase, like other Treasures. When you play it, you
also get +1 Buy, and you may play an additional Treasure card
from your hand twice. If you choose to do that, you trash that
Treasure. You still get any coins that Treasure gave you from
playing it, despite trashing it. If you use Counterfeit to play
Spoils twice, you will get + 6 Coin , (in addition to the 1 Coin,
from Counterfeit) and return Spoils to the Spoils pile; you will be
unable to trash it. If you use Counterfeit to play a Treasure that
does something special when you play it, you will do that thing
twice. Cards with two types, one of which is Treasure (such as

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Harem from Intrigue) are Treasures and so can be played via Counterfeit.

Counting House - This card lets you look through your discard pile, something you normally are not allowed to do. You only get to look through your discard pile when you play this. You do not have to show the other players your entire discard pile, just the Coppers you take out. After you take out the Coppers, you can leave the cards in your discard pile in any order.

Courtyard - 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.

Crossroads - First reveal your hand and draw a card for each Victory card revealed, if any. The revealed cards all stay in your hand. Cards with two types, one of which is Victory, are Victory cards. Then, if this is the first time you played a Crossroads, +3 Actions. Subsequent Crossroads played this turn give you cards but not Actions. Using a card like Throne Room gives you cards each time, but +3 Actions only once.

Cultist - When you play this, you draw two cards, then each other player gains a Ruins. These come from the Ruins pile in the Supply, and are put into discard piles. Go in turn order starting to your left; each player takes the top Ruins, revealing the next one each time. If the Ruins pile runs out, players stop gaining them at that point. After giving out Ruins, you may play another Cultist from your hand. It can be one you just drew from playing Cultist, or one you already had in your hand. Playing a Cultist this way does not use up any extra Actions you were allowed to play due to cards like Fortress - the original Cultist uses up one Action and that is it. When you trash a Cultist of yours, you draw three cards. This happens whether or not it is your turn, and whether or not the card that causes Cultist to be trashed was yours. If you trash a Cultist while revealing cards, such as to a Knight attack, you do not draw the revealed cards that are about to be discarded.

Cutpurse – 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.

Death Cart - When you play Death Cart, you get +5 Coin, and either trash an Action card from your hand, or trash the Death Cart. If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. A card with multiple types, one of which is Action, is an Action card. When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. If there are not enough Ruins left, take as many as you can. The Ruins come from the Supply and are put into your discard pile. The other players get to see which ones you got. The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. Passing cards with Masquerade (from Intrigue) does not count as gaining them.

Develop - First trash a card from your hand, if you have any cards in hand. You cannot use Develop itself as it is no longer in your hand. If you trashed a card, gain 2 cards, one costing exactly 1 more, one costing exactly 1 less than the trashed card. The gained cards come from the Supply; gain them in either order. If there is no card in the Supply at one of the costs, still gain the other card if you can. Put the gained cards on top of your deck (not your discard pile). If you trash a Copper, which costs 0 coins, you will try and fail to get a card costing -1 coins. It may be possible to gain a card costing 1 coin depending on other cards in play.

hand You cannot use Develop itself as it is no longer in your hand If you trashed a card gain 2 cards one costing exactly 1 more one costing exactly 1 less than the trashed card The gained cards come from the Supply gain them in either order If there is no card in the Supply at one of the costs still gain the other card if you can Put the gained cards on top of your deck not your discard pile If you trash a Copper which costs 0 coins you will try and fail to get a card costing 1 coins It may be possible to gain a card costing 1 coin depending on other cards in play

Diadem - This is a Treasure worth 2, like Silver. You play it in your Buy phase, like other Treasures. When you play it, you get an extra +1 per unused Action you have. This means Actions, not Action cards. So for example if you play Farming Village (which gives you +2 Actions), then Diadem, Diadem will give you an extra +2, for total of 4. If you play no Action cards at all on your turn, you will have one unused Action, so you will get 3 total from Diadem. This is a Prize; see the Additional Rules.

Doctor - When you play this, you name a card, reveal the top three cards of your deck, trash each of those cards that has that name, and put the other cards back on your deck in any order. You do not have to name a card being used this game. If there are fewer than three cards left in your deck, reveal the remaining cards, and shuffle your discard pile (which does not include those cards) to get the remainder needed to reveal. If there are still not enough cards, just reveal as many as you can. When you buy this, for each extra 1 Coin you pay over the cost, you look at the top card of your deck, and either trash it, discard it, or put it back on top. If there are no cards left in your deck, shuffle your discard pile into your deck (including any cards already discarded to this overpay ability this turn), and if there still are no cards in it, you do not look at one. If you overpay more than 1 Coin, you may do different things for each card you look at, and you will look at the same card again if you put it back on top. For example if you bought Doctor for 7 Coin, you would look at the top card four times; you might end up first trashing a Copper, then discarding a Province, then putting a Silver back on top, then putting that Silver back on top again.

Duchess - When you play this card you get +2 coins, and each player, including you, looks at the top card of his own deck and either discards it or puts it back on top, his choice. Any player with no cards in his deck shuffles his discard pile first; any player who still has no cards to look at does not look at one. When a player gains a Duchy in a game with Duchess in the Supply that player may also gain a Duchess from the Supply. This works whether the player gained a Duchy due to buying one, or gained it some other way. Duchess does not interact in any special way with the promotional card Black Market. (i.e. If Duchess is in the Black Market nothing special happens.

Duke - 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.

Embargo - You can pick any pile in the supply. If multiple Embargo cards are used to put Embargo tokens on the same

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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.

Embassy - When you play this card you draw 5 cards, then discard 3 cards. The cards you discard can be ones that were in your hand and/or ones you just drew. You discard 3 cards if able, even if you were unable to draw the full 5 cards (due to not having enough cards in your deck and discard pile). If you do not have 3 cards to discard, you discard as many as you can. When you gain this card each other player gains a Silver. Players only gain Silvers when you gain this, not when you play it. The Silvers come from the Supply. They gain Silvers whether you gained Embassy due to buying it, or gained it some other way. Gaining Silvers is not optional for them. If there are not enough Silvers left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy.

Envoy - If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest. The player to your left then chooses one of the revealed cards for you to discard and then you draw the rest. If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you draw the rest.

Expand - This is not in your hand after you play it, so you cannot trash it as the card trashed. The card you gain can cost up to 3 gold more than the trashed card, but it can also cost any smaller amount, even less than the cost of the trashed card. You can trash a card and gain a copy of the same card. If you have no card in hand to trash, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile.

Explorer - 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.

Fairgrounds - At the end of the game, this is worth 2 VP per 5 differently named cards in your deck, rounded down. So if you have 0-4 different cards, it is worth 0 VP; if you have 5-9, it is worth 2 VP; if you have 10-14, it is worth 4 VP; if you have 15-19, it is worth 6 VP; and so on. By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament. Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.

Familiar - 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.

Farming Village - Reveal cards from the top of your deck until you reveal a Treasure or Action card. If you run out of cards before finding one, shuffle your discard pile (but not the revealed cards), and keep revealing cards. If you still cannot find one, just discard all of the revealed cards. If you do find a Treasure or Action card, put it into your hand, and discard the rest of the revealed cards. A card with multiple types, one of which is Treasure or Action (for example Diadem, a Treasure - Prize), is a Treasure or Action and so will be drawn by this. You do not choose Treasure or Action – you stop on the first card matching either type.

Village Reveal cards from the top of your deck until you reveal a Treasure or Action card If you run out of cards before finding one shuffle your discard pile but not the revealed cards and keep revealing cards If you still cannot find one just discard all of the revealed cards If you do find a Treasure or Action card put it into your hand and discard the rest of the revealed cards A card with multiple types one of which is Treasure or Action for example Diadem a Treasure Prize is a Treasure or Action and so will be drawn by this You do not choose Treasure or Action you stop on the first card matching either type

Farmland - This is a Victory card, not an action card. It is worth 2 VP at the end of the game. When you buy this card you trash a card from your hand if able, and if you did, you gain a card from the supply costing exactly 2 more than the trashed card if able. If there are no cards left in your hand to trash, you do not trash or gain a card, and if you trashed a card but there are no cards in the supply costing exactly 2 more than it, you do not gain a card. This ability only functions when you buy Farmland, not when you gain it some other way.

Feast – The gained card goes 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 that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.

Feodum - This is a Victory card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players. At the end of the game, each Feodum is worth 1VP for every 3 Silvers in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 VP each. If a Feodum is trashed, you gain 3 Silvers. The Silvers come from the Supply and are put into your discard pile. If there are not enough Silvers left, gain as many as you can.

Festival – 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….").

Fishing Village - 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.

Followers - Do the things in the order listed. You draw 2 cards; then you gain an Estate from the Supply, putting it into your discard pile; then each other player gains a Curse from the Supply, putting it into his discard pile; then each other player discards down to 3 cards in hand. A player with 3 or fewer cards in hand does not discard any cards. If there are no Estates left, you do not gain one. If there are not enough Curses left, deal out the remaining Curses in turn order. This is a Prize; see the Additional Rules.

Fool’s Gold - This is both a Treasure and a Reaction. It can be played in your Buy phase like other treasures. When you play this card it is worth 1 coin the first time you play it this turn, and otherwise is worth 4 coins each subsequent time. If you play 3 Fool’s Gold you will get 1+4+4 = 9 coins. When another

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player gains a Province you may trash Fool’s Gold from your hand; if you do, you gain a Gold from the Supply, putting it on top of your deck rather than into your discard pile. If there are no cards in your deck, the Gold becomes the only card in your deck. If there are no Gold cards left in the Supply, do not gain one, but you can still trash Fool’s Gold. This Reaction is only usable when another player gains a Province, not you. It is usable whether a Province was gained due to being bought, or gained some other way.

Forager - Trash a card from your hand if you can. Whether or not you can, you still get +1 Coin per differently named Treasure in the trash, plus +1 Action and +1 Buy. Multiple copies of the same Treasure card do not increase how much you get. For example, if the trash has four Coppers, a Counterfeit, and six Estates, you get +2 Coin. Cards with multiple types, one of which is Treasure (such as Harem from Intrigue), are Treasures.

Forge - "Any number" includes zero. If you trash no cards, you have to gain a card costing 0 gold if you can. This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. If there is no card at the required cost, you do not gain a card. The card you gain comes from the Supply and is put into your discard pile. Potion symbols (on cards from Dominion: Alchemy) are not added, and the card you gain cannot have a potion symbol in its cost.

Fortune Teller - Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. If he still cannot find one, he just discards all of the revealed cards. If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. If his deck has no other cards in it, it becomes the only card in his deck. A card with multiple types, one of which is Victory (such as Nobles from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse - they stop on the first card that matches either type.

Fortress - When you play this, you draw a card and get +2 Actions. If this is trashed, you take it from the trash and put it into your hand. This happens no matter whose turn it is when Fortress is trashed. It is not optional. You still trashed Fortress, even though you get it back; for example if you play Death Cart and choose to trash Fortress, the "if you do" on Death Cart is true, you did trash an Action, so you do not trash Death Cart.

Gardens – 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.

Ghost Ship - 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.

Golem - 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.

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

Goons - See the Additional Rules section for rules on VP tokens. You get 1 VP for each card you buy, but do not get a VP for gaining a card some other way. Multiple copies of Goons are cumulative; if you have two Goons in play and buy a Silver, you get 2 VP. However if you King's Court a Goons, despite having played the card 3 times, there is still only one copy of it in play, so buying Silver would only get you 1VP.

Governor - You always get +1 Action. Then you either draw three cards and each other player draws a card; or you gain a Gold and each other player gains a Silver; or you may trash a card from your hand and gain a card costing exactly $2 more and each other player may trash a card from his hand and gain a card costing exactly $1 more. Go in turn order, starting with yourself; this may matter if piles are low. The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required. If you do trash a card, you must gain a card if you can. You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).

Grand Market - You do not have to play all of the Treasures in your hand in your Buy phase. Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. Coppers that were in play earlier in the turn but are not anymore also don't stop you; if you have 11 Coppers in play and 2 Buys, you could buy a Mint, trash all of your played Treasures, and then buy a Grand Market. You can gain Grand Market other ways – for example with Expand - whether or not you have Coppers in play. Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth 1 gold (such as Loan).

Graverobber - You choose either option, then do as much of it as you can; you can choose an option even if you will not be able to do it. You can look through the trash at any time. If you choose to gain a card from the trash, the other players get to see what it is, and it goes on top of your deck. If there were no cards in your deck, it becomes the only card in your deck. If there is no card in the trash costing from 3 Coin to 6 Coin, you will fail to gain one. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coin to 6 Coin. If you choose to trash an Action card from your hand, the card you gain comes from the Supply and is put into your discard pile.

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Great Hall - 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 1 VP, 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.

Haggler - When you play this card you get +2 coins. While it
is in play, whenever you buy a card, you gain a cheaper card
that is not a Victory card. For example, you could buy a
Province and gain a Gold via Haggler. Gaining a card is NOT
optional. The gained card comes from the Supply and is put into
your discard pile. Haggler only gives you an extra card when
you buy a card, not when you gain a card some other way (such
as with Haggler itself). If there is no cheaper card available in
the Supply (e.g. if you buy a Copper), you do not gain a card.
Using a card that lets you play a card several times (like Throne
Room) Haggler does NOT gain you two or more cards per card
bought, as there is still only one copy of Haggler in play.
However, the bonus is cumulative: if you have three Hagglers in
play, you will gain three more cards for each card you buy.
Cards with two types, one of which is Victory, are Victory cards
and so cannot be gained with Haggler.

Hamlet - First draw a card, and get +1 Action. Then you may
either discard one card to get another +1 Action; or you may
discard one card to get +1 Buy; or you may discard two cards
and get both +1 Action and +1 Buy; or you may discard no
cards at all. You only get the extra +1 Action or +1 Buy if you
actually discarded a card for it. You cannot discard multiple
cards to get multiple +Actions or multiple +Buys.

Harem - 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 2 VP. 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.

Harvest - Reveal the top 4 cards of your deck. If there are
not enough cards, reveal what you can, shuffle your discard
pile, and reveal the rest. If there still are not 4 cards total to
reveal, just reveal what you can. You discard the revealed
cards, and get +1 per differently named card revealed. For
example if you revealed Copper, Silver, Copper, Estate, that
would be +3.

Haven - 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.

Herald - When you play this, first draw a card and get +1
Action, then reveal the top card of your deck. If it is an Action
card, play it; this is not optional. Playing the Action card does
not "use up" one of your Action plays for the turn. Cards with
multiple types, one of which is Action (such as Great Hall from
Dominion: Intrigue), are Action cards. If Herald plays a Duration
card (from Dominion: Seaside), the Herald is still discarded
normally at end of turn, as it is not needed to track anything.
When you buy this, you put one card from your discard pile on
top of your deck for each extra 1 Coin you pay over the cost.
For example, if you buy Herald for 6 Coin, you will put two cards
from your discard pile on top of your deck. This card lets you
look through your discard pile; normally you cannot. You cannot
look through your discard pile first to see how much you want to
overpay, and once you overpay you must put the appropriate
number of cards on top of your deck if possible. If you overpay
enough to put more cards on your deck than there are cards in
your discard pile, you just put all of your discard pile onto your
deck. You may not look through your discard pile if you buy
Herald without overpaying for it. When you put multiple cards on
your deck due to overpaying for a Herald, put them on your
deck in any order.

on top of your deck This card lets you look through your discard pile normally you cannot You cannot look through your discard pile first to see how much you want to overpay and once you overpay you must put the appropriate number of cards on top of your deck if possible If you overpay enough to put more cards on your deck than there are cards in your discard pile you just put all of your discard pile onto your deck You may not look through your discard pile if you buy Herald without overpaying for it When you put multiple cards on your deck due to overpaying for a Herald put them on your deck in any order

Herbalist - 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.

Hermit - When you play this, look through your discard pile,
and then you may choose to trash a card that is not a Treasure,
from either your hand or your discard pile. You do not have to
trash a card and cannot trash Treasures. A card with multiple
types, one of which is Treasure (such as Harem from Intrigue),
is a Treasure. After trashing or not, you gain a card costing
up to 3 Coin. The card you gain comes from the Supply and is put
into your discard pile. Gaining a card is mandatory if it is
possible. Then, when you discard Hermit from play - normally,
in Clean-up, after playing it in your Action phase - if you did not
buy any cards this turn, you trash Hermit and gain a Madman.
The Madman comes from the Madman pile, which is not in the
Supply, and is put into your discard pile. It does not matter
whether or not you gained cards other ways, only whether or
not you bought a card. If there are no Madman cards left, you
do not gain one. If Hermit is not discarded from play during
Clean-up - for example, if you put it on your deck with Scheme
(from Hinterlands) - then the ability that trashes it will not trigger.

Highway - This makes all cards cheaper (to a minimum of 0
coins) as long as it is in play. When it leaves play it stops
making cards cheaper. This applies to cards everywhere - cards
in the Supply, cards in hand, cards in Decks. For example, if
you played Highway, then Develop, trashing a Copper you
could gain an Estate as Estate would cost 1 while Copper would
still cost 0. Using a card that lets you play a card several times
(like Throne Room) on Highway will NOT make cards cost 2
less as there is still only one copy of Highway in play. The
bonus is cumulative; if you have three Highways in play, all
cards cost 3 less (to a minimum of 0)

Hoard - This is a Treasure worth 2 gold, like Silver. When
you buy a Victory card with this in play, you gain a Gold card
from the Supply, putting it into your discard pile. If there are no
Golds left, you do not get one. If you have multiple Hoards in
play, you will gain multiple Golds from buying a single Victory
card. If you buy multiple Victory cards, you will get Gold for each
one. So for example if you had two Hoards in play and no other
money, with +1 Buy, you could buy two Estates and gain four
Golds. Victory cards include cards that are other types as well,

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such as Nobles and Harem in Dominion: Intrigue. You gain a
Gold even if you use Watchtower to immediately trash the
Victory card you gained. Victory cards gained other than by
buying them do not get you Gold.

Horn of Plenty - This is a Treasure worth 0 gold. You play it
in your Buy phase, like other Treasures. It does not produce any
coins to spend. However, when you play it, you gain a card
costing up to 1 gold per differently named card you have in play.
This includes itself, other played Treasures, played Actions, and
any Duration cards (from Dominion: Seaside) played on your
previous turn. It only counts cards currently in play, not ones
that were in play but left; for example if you played a Feast
(from Dominion) this turn, you will have trashed it, so it will not
count for Horn of Plenty. The card you gain must come from the
Supply, and is put into your discard pile. If it is a Victory card,
trash Horn of Plenty. Cards with multiple types, one of which is
Victory (such as Nobles from Dominion: Intrigue) are Victory
cards. You do not have to play Horn of Plenty in your Buy
phase, and you choose the order that you play Treasures. You
do not trash Horn of Plenty if you gain a Victory card some other
way while it's in play (such as by buying one).

Horse Traders - When you play this, you get +1 Buy and +3
gold, and discard 2 cards from your hand. If you do not have
enough cards to discard, just discard what you can; you still get
the +1 Buy and +3 gold. When another player plays an Attack
card, before that card does anything, you may reveal this from
your hand. If you do, you set it aside, and at the start of your
next turn, you return it to your hand and draw a card. While it is
set aside, it is not in play or in your hand, and cannot be further
revealed to Attacks. Therefore it will only work on one Attack
per round of turns. You can reveal it for an Attack and still play it
on your next turn. You can reveal multiple Horse Traders to a
single Attack. For example, if another player plays Followers,
you could reveal and set aside two Horse Traders from your
hand, then gain a Curse but discard no cards, as you would
only have three cards in hand at that point. Then on your next
turn you would pick up the two Horse Traders and also draw
two cards.

Hovel - This is a Shelter; see Preparation. It is never in the
Supply. When you buy a Victory card, if Hovel is in your hand,
you may trash the Hovel. A card with multiple types, one of
which is Victory, is a Victory card. You do not get anything for
trashing Hovel; you just get to get rid of it.

Hunting Grounds - When you play this, draw 4 cards. If this
is trashed, you either gain a Duchy or 3 Estates, your choice.
These cards come from the Supply and are put into your
discard pile. If you choose the 3 Estates and there are not 3 left,
just gain as many as you can.

Hunting Party - First you draw a card and get +1 Action.
Then you reveal your hand, and reveal cards from your deck
until revealing one that is not a duplicate of one in your hand. A
card is not a duplicate of one in your hand if it does not have the
same name as any cards in your hand. If you run out of cards
while revealing cards, shuffle your discard pile (but not the
revealed cards) and keep revealing cards. If you still do not find
one, just discard all of the cards revealed from your deck. If you
do find a card not matching any cards in your hand, put it into
your hand and discard the other cards revealed from your deck.

Ill-gotten Gains - This is a Treasure worth 2 gold. When
you play this card you may gain a Copper. The gained Copper
comes from the supply and goes into your hand. If there is none
you do not gain one. When you gain this card each other player
gains a curse from the Supply. If there aren’t enough deal them
in turn order. Ill-gotten gains is not an Attack and gaining it is
not playing an Attack - this means that cards like Moat do not
work against it.

your deck If you do find a card not matching any cards in your hand put it into your hand and discard the other cards revealed from your deck Ill gotten Gains This is a Treasure worth 2 gold When you play this card you may gain a Copper The gained Copper comes from the supply and goes into your hand If there is none you do not gain one When you gain this card each other player gains a curse from the Supply If there aren t enough deal them in turn order Ill gotten gains is not an Attack and gaining it is not playing an Attack this means that cards like Moat do not work against it

Inn - When you play this card you draw 2 cards, get 2
actions, then discard 2 cards (even if you didn’t have 2 cards to
draw). When you gain this you look through your discard pile,
choose any number of Action cards from it (even 0 if you don’t
want any) and shuffle them into your deck. Cards with one type
as Action count as Action cards for this. You do this ‘gain’
function whether you purchased it or gained it some other way.

Ironmonger - First you draw a card, then you reveal the top
card of your deck, then you either discard that card or put it
back on top of your deck. Then you get bonuses based on the
types of the card you revealed. A card with 2 types gives you
both bonuses; for example, if you revealed Harem (from
Intrigue), you would both draw a card and get + 1 Coin.

Ironworks - 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.

Island – 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 2 VP. 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.

Jack of All Trades - This card does 4 separate things in the
order listed; you do all of them but the last one is optional. 1.
Gain a Silver from the supply, putting it into your discard pile. If
there are none you do not gain anything. 2. Look at the top card
of your deck (shuffle if necessary) and discard it or put it back
on top. If no cards left at all then don’t do this. 3. Draw cards
until you have 5 in hand. If you have 5 or more do not draw any
cards. If there aren’t enough to draw, draw what you can. 4. You
may trash a card from your hand that is not a Treasure card.
Cards of two types, one of which is Treasure is considered a
Treasure card that cannot be trashed.

Jester - Each player with no cards in his deck shuffles his
discard pile in order to get a card to discard. If he still has no
cards, he does not discard one. For each player who discarded
a card, if it is a Victory card, he gains a Curse, and otherwise,
you choose: either that player gains a copy of the card, or you
do. The gained copies and Curses come from the Supply and

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are put into the discard piles of the players who gain them. If a
card is revealed for which there are no copies in the Supply, no
one gains a copy of it. This Attack hits other players in turn
order, which can matter when some piles are low. A card with
multiple types, one of which is Victory (such as Nobles from
Dominion: Intrigue) is a Victory card.

Journeyman - This draws you three cards that are not a
particular card. First name a card. It does not have to be a card
being used this game. Then reveal cards from the top of your
deck until you have revealed three cards that are not the named
card. If you run out of cards without finding three, shuffle your
discard pile into your deck and continue. If you still cannot find
three, stop. Put the cards you found that were not the named
card into your hand and discard the rest.

Junk Dealer - You have to trash a card from your hand if you
can. You draw before trashing.

King's Court - This is similar to Throne Room (from
Dominion), but plays the Action three times rather than twice.
You pick another Action card in your hand, play it, play it again,
and play it a third time. This does not use up any extra Actions
you were allowed to play due to cards like Worker's Village -
King's Court itself uses up one Action and that is it. You cannot
play any other cards in between resolving the King's Court-ed
Action card multiple times, unless that Action card specifically
tells you to (such as King's Court itself does). If you King's Court
a King's Court, you will play three different Actions after that,
playing each one of them three times - do not play one Action
nine times. If you King's Court a card that gives you +1 Action,
such as Grand Market, you will end up with 3 Actions left
afterwards, not the 1 Action you would have if you just played
three Grand Markets.

Knights - This is a pile in which each card is different. There
is the same basic ability on each card, but also another ability
unique to that card in the pile, and they all have different names.
Shuffle the Knights pile before playing with it, keeping it face
down except for the top one, which is the only card that can be
gained from the pile. See Additional Rules for Dark Ages and
Preparation. Follow the rules on Knights in order from top to
bottom; Sir Michael causes players to discard before it trashes
cards. The ability they have in common is that each other player
reveals the top 2 cards of his deck, trashes one of them that he
chooses that costs from 3 Coin to 6 Coin, and discards the rest;
then, if a Knight was trashed, you trash the Knight you played
that caused this trashing. Resolve this ability in turn order,
starting with the player to your left. Cards with Potion in the cost
(from Alchemy) do not cost from 3 Coin to 6 Coin. The player
losing a card only gets a choice if both cards revealed cost from
3 Coin to 6 Coin; if they both do and one is a Knight but the
player picks the other card, that will not cause the played Knight
to be trashed. When Sir Martin is the top card of the pile, it can
be gained with an Armory and so on. If Sir Vander is trashed,
you gain a Gold; this happens whether it is trashed on your turn
or someone else's. The player who had Sir Vander is the one
who gains the Gold, regardless of who played the card that
trashed it. The Gold from Sir Vander, and the card gained for
Dame Natalie, comes from the Supply and is put into your
discard pile. When playing Dame Anna, you may choose to
trash zero, one, or two cards from your hand. Dame Josephine
is also a Victory card, worth 2 VP at the end of the game. The
Knight pile is not a Victory pile though, and does not get a
counter for Trade Route (from Prosperity) even if Dame
Josephine starts on top. If you choose to use the Knights with
Black Market (a promotional card), put a Knight directly into the
Black Market deck, rather than using the randomizer card. Sir
Martin only costs 4 Coin, though the other Knights all cost 5
Coin.

Laboratory – Draw two cards. You may play another Action
card during your Action phase.

into your discard pile When playing Dame Anna you may choose to trash zero one or two cards from your hand Dame Josephine is also a Victory card worth 2 VP at the end of the game The Knight pile is not a Victory pile though and does not get a counter for Trade Route from Prosperity even if Dame Josephine starts on top If you choose to use the Knights with Black Market a promotional card put a Knight directly into the Black Market deck rather than using the randomizer card Sir Martin only costs 4 Coin though the other Knights all cost 5 Coin Laboratory Draw two cards You may play another Action card during your Action phase

Library – 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.

Lighthouse - 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.

Loan - This is a Treasure worth 1 gold , like Copper. When
you play it, you reveal cards from the top of your deck until
revealing a Treasure card, and then you decide whether to trash
that card or discard it. Then you discard all of the other revealed
cards. If you run out of cards before revealing a Treasure,
shuffle your discard pile (but not the revealed cards) to get
more; if you still do not find a Treasure, just discard all of the
revealed cards. Remember that you can play Treasures in any
order in the Buy phase and can choose not to play some of your
Treasures if you want.

Lookout – 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.

Madman - This card is not in the Supply; it can only be
obtained via Hermit. When you play it, you get +2 Actions,
return it to the Madman pile if you can (this is not optional), and
if you did return it, you draw a card per card in your hand. For
example if you had three cards in hand after playing Madman,
you would draw three cards. Normally, nothing will prevent you
from returning Madman to the Madman pile, but you may fail to
due to playing Madman twice via Procession, Throne Room
(from Dominion), or King's Court (from Prosperity). So, for
example, if you Procession a Madman, you will get +2 Actions,
return Madman to the Madman pile, draw a card per card in
your hand, get another +2 Actions, fail to return Madman and so

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not draw cards the second time, fail to trash Madman, and then
gain an Action card costing exactly 1 Coin if you can.

Mandarin - When you play this card you get +3 coins, and
put a card from your hand onto the top of your deck (it may then
be the entire deck if no deck was available). If you have no
cards left, don’t put anything on your deck. When you gain this
put all of your Treasures from play on top of your deck in any
order. You do not have to show the order to other players You
must put ALL of your Treasures on top; you cannot leave some
out. You only put Treasures in play (i.e. used to purchase cards)
on your deck, not those unplayed in your hand.

Masterpiece - This is a Treasure worth 1 Coin, like Copper.
When you buy it, you gain a Silver for each extra 1 Coin you
pay over the cost. For example, if you buy a Masterpiece for 6
Coin, you gain three Silvers.

Marauder - First you gain a Spoils. It comes from the Spoils
pile, which is not part of the Supply, and is put into your discard
pile. If there are no Spoils cards left, you do not get one. Then
each other player gains a Ruins. These come from the Ruins
pile in the Supply, and are put into discard piles. Go in turn
order starting to your left; each player takes the top Ruins,
revealing the next one each time. If the Ruins pile runs out,
players stop gaining them at that point.

Margrave - You draw +3 cards and get +1 Buy. Each other
player draws a card, then discards down to 3 cards. Drawing a
card is not optional for them. A player who has 3 or fewer cards
after drawing does not discard.

Market – 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.

Market Square - When you play this, you draw a card and
get +1 Action and +1 Buy. When one of your cards is trashed,
you may discard Market Square from your hand. If you do, you
gain a Gold. The Gold comes from the Supply and is put into
your discard pile. If there is no Gold left in the Supply, you do
not gain one. You may discard multiple Market Squares when a
single card of yours is trashed.

Masquerade - 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.

Menagerie - If there are any two or more cards in your hand
with the same name, you only draw one card; if there are no
matches, you draw three cards. Only the card names matter for
this; Copper and Silver are different cards for example, despite
both being Treasures. If you have no cards in hand at all after
playing Menagerie, then you have no matching cards, and so
get +3 Cards.

Mercenary - This card is not in the Supply; it can only be
obtained via Urchin. When you play it, you may trash 2 cards
from your hand. If you do, you draw two cards, get + 2 Coin,
and each other player discards down to 3 cards in hand.
Players who already have 3 or fewer cards in hand do nothing.
Players responding to this Attack with cards like Beggar must
choose to do so before you decide whether or not to trash 2
cards from your hand. If you play this with only one card in
hand, you may choose to trash that card, but then will fail the "if
you do" and will not draw cards and so on. If the cards you trash
do things when trashed, first trash them both, then choose what
order to resolve the things they do when trashed.

your hand If you do you draw two cards get 2 Coin and each other player discards down to 3 cards in hand Players who already have 3 or fewer cards in hand do nothing Players responding to this Attack with cards like Beggar must choose to do so before you decide whether or not to trash 2 cards from your hand If you play this with only one card in hand you may choose to trash that card but then will fail the if you do and will not draw cards and so on If the cards you trash do things when trashed first trash them both then choose what order to resolve the things they do when trashed

Merchant Guild - When you play this, you get +1 Buy and +
1 Coin. While this is in play, any time you buy a card you also
take a Coin token. Remember that you may only spend Coin
tokens prior to buying cards, so you will not be able to
immediately spend that Coin token. This ability is cumulative; if
you have two Merchant Guilds in play, each card you buy will
get you two Coin tokens. However if you play a Merchant Guild
multiple times but only have one in play, such as with Throne
Room (from Dominion) or King's Court (from Dominion:
Prosperity), you will only get one Coin token when you buy a
card.

Merchant Ship - 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.

Militia – 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.

Mine – 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.

Mining Village - 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.

Minion - 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.

Mint - When you buy this, you trash all of your Treasure
cards in play. You do not trash Treasure cards in your hand or
elsewhere; just the ones in play, if any. If you buy multiple cards
in a turn, trash your Treasures right when you buy Mint; you still
have any leftover coins they produced for spending on
something else. Remember you do not have to play all of the

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Treasures from your hand each turn (just all the ones you want producing money for you). You do not get additional chances to play Treasure cards between buys in the Buy phase; first you play Treasures, then you buy cards. When you play Mint, you reveal a Treasure card from your hand and gain a copy of it from the Supply. The gained card goes into your discard pile. The revealed card stays in your hand. The Treasure card can also have other types, like Harem (from Dominion: Intrigue). If you buy a Mint and use Watchtower to put it on top of your deck or trash it, you still trash all of your Treasures from play. However, if you buy a Mint with Royal Seal in play, the Royal Seal will be gone before you can use it to put Mint on your deck.

Moat – 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.

Moneylender – 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.

Monument - See the Additional Rules section for rules on VP tokens.

Mountebank - This hits the other players in turn order when that matters (such as when the Curse or Copper pile is low). Each of the other players in turn chooses whether or not to discard a Curse card from his hand, and if he does not, gains a Curse and a Copper from the Supply, putting them into his discard pile. If either the Curse or Copper pile is empty, he still gains the other one. If both are empty, he does not gain either, but can still discard a Curse if he wants to. A player using Moat (from Dominion) on this may not discard a Curse, and doesn't gain a Curse or Copper – you cannot Moat just part of the attack. A player using Watchtower on this can use it just to trash the Curse, just to trash the Copper, or to trash both.

Mystic - You get +1 Action and +2 Coin. 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 into your hand. If you do not name the right card, put the revealed card back on top. You do not need to name a card being used this game. Names need to match exactly for you to get the card; for example Sir Destry and Sir Martin do not match. You do not need to name a card available in the Supply.

Native Village - 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.

Navigator - 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.

Necropolis - This is a Shelter; see Preparation. It is never in the Supply. It is an Action card; when you play it, you get +2 Actions.

not get set aside it goes to your discard pile during the Clean up phase Navigator 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 Necropolis This is a Shelter see Preparation It is never in the Supply It is an Action card when you play it you get 2 Actions

Noble Brigand - When you play this card you get +1 coin. When you play or buy this card each other player reveals the top 2 cards from their deck, trashes a Silver or Gold revealed (you choose which if both) and discards the rest. Each player that did not reveal ANY Treasure card gains a Copper from the Supply. Finally, you gain ALL of the Silvers and Golds trashed this way. This cannot trash any Treasures other than Silver or Gold. When playing this card it is an attack and others may respond to it as usual (such as with Moat or Secret Chamber, etc). However, when buying this card, it is not “playing an Attack card” and thus response cards cannot be played.

Nobles - 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.

Nomad Camp - When you gain this card put it on top of your deck. It will be the only card in your deck if none were left in your deck. Put it on top whether you bought it or gained it in some other way. When you play this card you get +1 Buy and +2 coins.

Oasis - You draw before discarding and may discard the card you drew. If you are unable to draw a card (none in deck or discards) you must still discard 1 card.

Oracle - Each player (including you) reveals the top 2 cards. You (active player) decides for yourself and each player whether the 2 cards are put back on top or discarded. If the 2 cards are put back on top, the owner of the cards determines which order to put them back secretly (order does not need to be revealed). Then, you (active player) draws 2 cards. So if you put back the cards you revealed, you will draw them.

Outpost - 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.

Overgrown Estate - This is a Shelter; see Preparation. It is never in the Supply. It is a Victory card despite being worth 0

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VP. If this is trashed, you draw a card, right then, even in the
middle of resolving another card. For example, if you use Altar
to trash Overgrown Estate, you first draw a card, then gain a
card costing up to 5 Coin. This card does not give you a way to
trash itself, it merely does something if you manage to trash it.

Pawn - 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.

Pearl Diver – 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.

Peddler - Most of the time, this costs 8 gold. During Buy
phases, this costs 2 gold less per Action card you have in play.
This cost applies to all Peddler cards, including ones in hands
and decks. It never costs less than 0 gold. If you play King's
Court on Worker's Village, for example, that is just two Action
cards you have in play, even though you played the Worker's
Village three times. Buying cards using the promotional card
Black Market is something that does not happen during a Buy
phase, so Peddler still costs 8 gold then.

Philosopher’s Stone - 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.

Pillage - First trash Pillage. Then each other player with 5 or
more cards in hand reveals his hand and discards a card of
your choice. This happens in turn order, starting with the player
to your left. Then you gain two Spoils cards. The two Spoils
cards come from the Spoils pile, which is not part of the Supply,
and are put into your discard pile. If there are no Spoils cards
left, you do not get one; if there is only one, you just get one.

Pirate Ship – 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.

Platinum - This is not a Kingdom card. You do not use it
every game; see the Preparation section. It is a Treasure worth
5 gold.

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 Platinum This is not a Kingdom card You do not use it every game see the Preparation section It is a Treasure worth 5 gold

Plaza - First you draw a card and get +2 Actions; then you
may discard a Treasure. You can discard the card you drew if it
is a Treasure. If you discarded a Treasure card, you take a Coin
token. Cards with multiple types, one of which is Treasure
(such as Harem from Dominion: Intrigue), are Treasures.

Poor House - First you get +4 Coin. Then you reveal your
hand, and lose 1 Coin per Treasure card in it. You can lose
more than 4 Coin this way, but the amount of coins you have
available to spend can never go below 0 Coin. Cards with two
types, one of which is Treasure (such as Harem from Intrigue)
are Treasure cards.

Possession - 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 two gold.
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

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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.

Potion - This is a basic Treasure card. It costs 4 gold and produces a potion.
It is not a Kingdom card; see the Preparation rules.
Princess - This makes all cards cheaper (to a minimum of 0 gold) as long as it is in play. When it leaves play, it stops making cards cheaper. This applies to cards everywhere - cards in the Supply, cards in hand, cards in decks. For example if you played Princess, then Remake, trashing a Copper, you could gain a Silver, as Silver would cost 1 gold while Copper would still cost 0 gold. Using Throne Room (from Dominion) on Princess will not make cards cost 4 gold less, as there is still only one copy of Princess in play. This is a Prize; see the Additional Rules.

Procession - Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly 1 Coin more than it (even if somehow you failed to trash it). Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. The gained card comes from the Supply and is put into your discard pile. This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing 1 Coin more, then play another Action twice, trash it, gain an Action card costing 1 Coin more, then trash the Procession and gain an Action costing 1 Coin more than it. If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.

Quarry - This is a Treasure worth 1 gold, like Copper. While it is in play, Action cards cost 2 gold less, to a minimum of 0 gold. It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost 3 gold, rather than the usual 7 gold. It affects the costs of cards that are Actions plus another type, such as Nobles (an Action - Victory card in Dominion: Intrigue). It is also cumulative with other effects that modify costs; if you play Worker's Village in your Action phase, then two Quarries in your Buy phase, Peddler will cost 2 gold. It affects the costs of cards everywhere, such as cards in players' hands.

This is a Treasure worth 1 gold like Copper While it is in play Action cards cost 2 gold less to a minimum of 0 gold It is cumulative if you play two Quarries during your Buy phase then King s Court will only cost 3 gold rather than the usual 7 gold It affects the costs of cards that are Actions plus another type such as Nobles an Action Victory card in Dominion Intrigue It is also cumulative with other effects that modify costs if you play Worker s Village in your Action phase then two Quarries in your Buy phase Peddler will cost 2 gold It affects the costs of cards everywhere such as cards in players hands

Rabble - The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards. They discard revealed Treasures and Actions and put the rest back on top in whatever order they want. Cards with more than one type match all of their types; for example if a player reveals Nobles from Dominion: Intrigue, it is an Action - Victory card, which means it is an Action, so he discards it.

Rats - Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. If there are no Rats cards left, you do not gain one. If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.

Rebuild - You can name any card, whether or not it is being used this game or is a Victory card. Then reveal cards from your deck until you reveal a Victory card that is not what you named. If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards. If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens. If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to 3 Coin more than the trashed card. The card you gain comes from the Supply and is put into your discard pile.

Remake - Trash a card from your hand, and gain a card costing exactly 1 gold more than it; then trash another card from your hand, and gain a card costing exactly 1 gold more than that card. If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing 1 gold more than it. Gained cards come from the Supply and are put into your discard pile. If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an Estate, gaining a Silver, then trash a Copper, gaining nothing.

Remodel – 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

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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.

Rogue - If there is a card in the trash costing from 3 Coin to 6 Coin, you have to gain one of them; it is not optional. You can look through the trash at any time. The other players get to see what card you took. The gained card goes into your discard pile. Cards with Potion in the cost (from Alchemy) do not cost from 3 Coin to 6 Coin. If there was no card in the trash costing from 3 Coin to 6 Coin, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from 3 Coin to 6 Coin (if possible), and discard the rest. Go in turn order, starting with the player to your left.

Royal Seal - This is a Treasure worth 2 gold, like Silver. If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. If you use this ability and there are no cards left in your deck, you do not shuffle; the card you gained becomes the only card in your deck. Royal Seal applies to all cards you gain while it is in play, whether bought or gained other ways. If you play the Dominion: Alchemy card Possession, and during the extra turn you have the possessed player play Royal Seal, he cannot put the card on his deck - he is not gaining the card, you are.

Ruined Library - When you play this, you draw a card. This is a Ruins; see Additional Rules for Dark Ages and Preparation.

Ruined Market - When you play this, you just get +1 Buy. This is a Ruins; see Additional Rules for Dark Ages and Preparation.

Ruined Village - When you play this, you just get +1 Action. This is a Ruins; see Additional Rules from Dark Ages and Preparation.

Saboteur - 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.

Salvager – 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.

Sage - If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. If you find a card costing 3 Coin or more, put that one into your hand and discard the rest. For example you might reveal Copper, then Copper, then Curse, then Province; Province costs 8 Coin, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.

Scavenger - Putting your deck into your discard pile is optional, but putting a card from your discard pile on top of your deck is not; you do it unless there are no cards in your discard pile. Putting your deck into your discard pile will not trigger Tunnel (from Hinterlands). If your deck has no cards in it, such as from putting them into your discard pile, then the card you put on top of your deck will be the only card in your deck.

Scheme - When you play this card draw 1 card and get +1 Action. Then, during cleanup, any single Action card in play that can normally be discarded may be placed back on top of your deck instead. Action cards in play that are not normally discarded (such as Duration cards from Dominion: Seaside) may not be put back on top of your deck.

unless there are no cards in your discard pile Putting your deck into your discard pile will not trigger Tunnel from Hinterlands If your deck has no cards in it such as from putting them into your discard pile then the card you put on top of your deck will be the only card in your deck Scheme When you play this card draw 1 card and get 1 Action Then during cleanup any single Action card in play that can normally be discarded may be placed back on top of your deck instead Action cards in play that are not normally discarded such as Duration cards from Dominion Seaside may not be put back on top of your deck

Scout - 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.

Scrying Pool - 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.

Sea Hag - 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.

Secret Chamber - 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.

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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.

Shanty Town - 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.

Silk Road - This is a Victory card, not an Action card. It
does nothing until the end of the game. It is worth 1 VP per
every 4 Victory cards in your deck (counting all of your cards),
rounded down. Silk Roads count themselves in this Victory card
total. Example: If you have 11 Victory cards at game end, each
Silk Road is worth 2 VP. Cards with multiple types, one of which
is Victory, are counted by Silk Road.

Smugglers - 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.

Smithy – Draw three cards.

Spice Merchant - You may trash a Treasure from your
hand. If you do, choose one: +2 cards, +1 Action OR +2 coins,
+1 Buy

Soothsayer - The Gold and Curses come from the Supply
and go into discard piles. If there is no Gold left, you do not gain
one. If there are not enough Curses left to go around, deal them
out in turn order, starting with the player to your left. Each player
who gained a Curse draws a card. This is not optional. A player
who did not gain a Curse, whether due to the Curses running
out or due to some other reason, does not draw a card. A player
who uses Watchtower (from Dominion: Prosperity) to trash the
Curse did gain a Curse and so draws a card; a player who uses
Trader (from Dominion: Hinterlands) to gain a Silver instead did
not gain a Curse and so does not draw a card.

Spoils - This is never in the Supply; it can only be obtained
via Bandit Camp, Marauder, and Pillage. When you play Spoils,
you get +3 Coin to spend this turn, and return that copy of
Spoils to its pile. You are not forced to play Treasures in your
hand.

Spy – 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.

Squire - When you play this, you get +1 Coin, and your
choice of either +2 Actions, +2 Buys, or gaining a Silver. The
Silver comes from the Supply and is put into your discard pile. If
Squire is trashed somehow, you gain an Attack card; the Attack
card comes from the Supply and is put into your discard pile.
You can gain any Attack card available in the Supply, but if no
Attack card is available, you do not gain one.

Stables - You may discard a Treasure from your hand. If you
do, get +3 cards, +1 Action. The treasure you discarded goes
into the discard pile. Thus, if you need to shuffle to draw +3, the
treasure discarded will be shuffled in.

play this you get 1 Coin and your choice of either 2 Actions 2 Buys or gaining a Silver The Silver comes from the Supply and is put into your discard pile If Squire is trashed somehow you gain an Attack card the Attack card comes from the Supply and is put into your discard pile You can gain any Attack card available in the Supply but if no Attack card is available you do not gain one Stables You may discard a Treasure from your hand If you do get 3 cards 1 Action The treasure you discarded goes into the discard pile Thus if you need to shuffle to draw 3 the treasure discarded will be shuffled in

Stash- Stash is a Treasure that produces 2 coins when
played, like Silver. Whenever you shuffle your deck, you can
choose where in your deck each copy of Stash that you have
goes. You can't look at the fronts of the other cards in your deck
to see where to put it; Stash itself has a different card back, so
that's how you'll know where it is. If you have multiple copies of
Stash, you can clump them together or spread them out or
whatever you want. Since Stash has a different card back, you
will also know if it's in a player's hand, or set aside for
someone's Haven (from Dominion: Seaside), and so on.

Steward – 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.

Stonemason - When you play this, trash a card from your
hand, and gain two cards, each costing less than the card you
trashed. Trashing a card is not optional. If you do not have any
cards left in your hand to trash, you do not gain any cards. The
two cards you gain can be different or the same. For example
you could trash a Gold to gain a Duchy and a Silver. Gaining
cards is not optional if you trashed a card. The gained cards
come from the Supply and are put into your discard pile; if there
are no cheaper cards in the Supply (for example if you trash a
Copper), you do not gain any. If there is only one card in the
Supply cheaper than the trashed card, you gain that one. The
cards you gain are gained one at a time; this may matter with
cards that do something when gained, such as Inn from
Dominion: Hinterlands. When you buy this, you may choose to
overpay for it. If you do, you gain two Action cards each costing
exactly the amount you overpaid. The Action cards can be
different or the same. For example, if you buy Stonemason for 6
Coin, you could gain two Heralds. The Action cards come from
the Supply and are put into your discard pile. If there are no
cards with the appropriate cost in the Supply, you do not gain
one. Overpaying with a Potion (from Dominion: Alchemy) will let
you gain cards with Potion in the cost. Cards with multiple
types, one of which is Action (such as Great Hall from
Dominion: Intrigue), are Action cards. If you choose not to
overpay, you will not gain any cards from that ability; it is not
possible to use it to gain Action cards costing 0 Coin.

Storeroom - Discard any number of cards from your hand,
and draw as many cards as you discarded. Then, discard any

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number of cards - which could include cards you just drew - and
you get +1 Coin per card you discarded that time.

Survivors - You either discard both cards, or put both cards
back on top; you cannot just discard one card. This is a Ruins;
see Additional Rules for Dark Ages and Preparation.

Swindler - 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.

Tactician – 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.

Talisman - This is a Treasure worth 1 gold like Copper.
Each time you buy a non-Victory card costing 4 gold or less with
this in play, you gain another copy of the bought card. If there
are no copies left, you do not gain one. The gained card comes
from the Supply and goes into your discard pile. If you have
multiple Talismans, you gain an additional copy for each one; if
you buy multiple cards for 4 gold or less, Talisman applies to
each one. For example if you have two Talismans, four
Coppers, and two Buys, you could buy Silver and Trade Route,
gaining two more Silvers and two more Trade Routes. Talisman
only affects buying cards; it does not work on cards gained
other ways, such as with Expand. A card is a Victory card if
Victory is any of its types; for example Great Hall from
Dominion: Intrigue is an Action - Victory card, so it is a Victory
card. Talisman only cares about the cost of the card when you
buy it, not its normal cost; so for example it can get you a
Peddler if you have played two Actions this turn, thus lowering
Peddler’s cost to 4 gold, or can get you a Grand Market if you
played Quarry.

Taxman - You may trash a Treasure card from your hand.
This is optional. Cards with multiple types, one of which is
Treasure (like Harem from Dominion: Intrigue), are Treasures. If
you do trash a Treasure, each other player with at least five
cards in hand discards a copy of it from her hand if she can, or
reveals a hand with no copies of it, and you gain a Treasure
costing up to 3 Coin more than the trashed Treasure, putting it
on top of your deck. If there are no cards in your deck, it
becomes the only card in your deck. You do not have to gain a
more expensive Treasure; you may gain a Treasure with the
same cost, or a cheaper Treasure. You have to gain a card if
you trashed one though, if possible. The gained Treasure
comes from the Supply.

Thief – 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.

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

Throne Room – 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.

Torturer - 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.

Tournament - First you get +1 Action. Then each player,
including you, may reveal a Province card from his hand. Then,
if you revealed a Province, discard that card, and you gain a
Prize of your choice, or a Duchy, putting whatever card you took
on top of your deck. If there were no cards in your deck, it
becomes the only card in your deck. There are five Prizes, set
out at the start of the game; see Preparation. You can only take
a Prize from the Prize pile. You can take any Prize from the
Prize pile; you do not have to take the top one. You can take a
Duchy instead, whether or not the Prizes have run out. You can
opt to take a Duchy even if the Duchy pile is empty, or a Prize
even if no Prizes are left; in these cases you gain nothing. After
gaining your card or not, if no other player revealed a Province,
you draw a card and get +1 gold. So this card will play out one
of four ways:
1) if you do not reveal a Province and no-one else does
either, you will get +1 Action +1 Card + 1 gold;
2) if you reveal a Province and no one else does, you
will gain a Prize or a Duchy and draw it, as well as get +1 Action
+1 gold ;

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3) if you reveal a Province and so does someone else, you will get +1 Action and gain a Prize or a Duchy, which will be on top of your deck;
4) if you do not reveal a Province but someone else does, you will just get +1 Action. When you gain a Prize, take whichever remaining Prize you want. You can look through the Prizes that players have not gained yet whenever you want.

Trader - When you play this card you must Trash a card from your hand, then you gain a number of Silvers from the Supply equal to the cost of the trashed card. If there are not enough Silvers, gain all you can. Trashing a card costing 0 gets you 0 Silvers. You can trash a Silver to get 3 Silvers. If costs are different due to Highway, etc, then Trader will give you a different number of Silvers. If you trash a card with a Potion (from Alchemy) you do not get anything from the Potion. When played as a Reaction to gaining a card when you gain a card, due to buying it or to gaining it some other way, you may reveal Trader to get a Silver from the Supply instead. If something would have happened due to gaining the other card, it doesn’t happen because you did not gain it. Ex: If you Buy Ill-Gotten Gains but use Trader to gain Silver instead, no one gains a Curse. However, if something happens when you Buy a card, that will still happen if you replace gaining with the Silver instead. Ex: If you Buy Farmland, trash a card from your hand and gain one costing 2 more, then use Trader to gain Silver instead of Farmland. Silvers you gain always come from the Supply and go to your Discard regardless of where the original card gained came from or would have gone. If there are no Silvers left, you can still reveal Trader to gain a ‘Silver’ (and you get nothing instead)

Trade Route - You get an additional Buy to use in your Buy phase. You get +1 gold per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as +1 gold per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Dominion: Intrigue card Harem, and so far Harem and Duchy have been bought, but no-one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes 2 gold. It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Dominion: Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.

Trading Post - 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.

Transmute - 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.

gain a Silver If you have no cards left when you play this nothing happens Transmute 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

Treasure Map - 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.

Treasury – 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.

Tribute - 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.

Trusty Steed - First choose any two of the four options; then do those options in the order listed. So if you choose both +2 Cards, and the last option, you will draw cards before you gain the Silvers and put your deck into your discard pile. The last option both gains you Silvers and puts your deck into your discard pile. The Silvers come from the Supply; if there are fewer than four left, just gain as many as you can. You do not get to look through your deck as you put it into your discard pile. This is a Prize; see the Additional Rules.

Tunnel - Reaction that when you discard Tunnel you may gain a Gold. You cannot ‘choose’ to just discard it - something has to let you or make you discard it. This ability functions whether you discard Tunnel on your own turn (such as due to Oasis) or on someone else’s turn (such as with Malgrave) It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck, or when set aside (such as due to Cartographer) If it would not normally be revealed you must reveal it when discarding to get the Gold. You are not required

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to get the Gold, whether the card was revealed normally or not.
Situations where this Reaction doesn’t work: If put into the
discard pile without being discarded (such as when you Buy it).
When you gain a card directly (ex: Border Village). When your
deck is put into your discard pile (ex: Chancellor). With
Possession (from Alchemy) where Trashed cards are returned
to you. During Clean-up when you normally discard all of your
played and unplayed cards.

University - Gaining an Action card is optional. If you choose
to gain one, it comes from the Supply, must cost no more than 5
gold, 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.

Upgrade - 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).

Urchin - When you play this, you draw a card and get +1
Action, then each other player discards down to 4 cards in
hand. Players who already have 4 or fewer cards in hand do not
do anything. While Urchin is in play, when you play another
Attack card, before resolving it, you may trash the Urchin. If you
do, you gain a Mercenary. The Mercenary comes from the
Mercenary pile, which is not in the Supply, and is put into your
discard pile. If there are no Mercenaries left you do not gain
one. If you play the same Urchin twice in one turn, such as via
Procession, that does not let you trash it for a Mercenary. If you
play two different Urchins however, playing the second one will
let you trash the first one.

Vagrant - You draw a card before revealing your top card. If
the top card of your deck is a Curse, Ruins, Shelter, or Victory
card, it goes into your hand; otherwise it goes back on top. A
card with multiple types goes into your hand if at least one of
the types is Curse, Ruins, Shelter, or Victory.

Vault - "Any number" includes zero. You draw cards first;
you can discard the cards you just drew. Each other player
chooses whether or not to discard 2 cards, then discards 2
cards if he chose to, then draws a card if he did discard 2 cards.
If one of the other players has just one card, he can choose to
discard it, but will not draw a card. Another player who discards
but then has no cards left to draw shuffles in the discards before
drawing.

Venture - This is a Treasure card worth 1 gold, like Copper.
When you play it, you reveal cards from your deck until
revealing a Treasure card. If you run out of cards before
revealing a Treasure, shuffle your discard pile (but not the
revealed cards) to get more; if you still do not find a Treasure,
just discard all of the revealed cards. If you do find a Treasure,
discard the other cards and play the Treasure. If that Treasure
does something when played, do that something. For example if
Venture finds you another Venture, you reveal cards again.
Remember that you choose what order to play Treasure cards;
for example if you have both Venture and Loan in hand, you can
play either one first.

Village – 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.

Vineyard - 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.

out loud this trick works every time Vineyard 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

Walled Village - When you play this, you draw a card and
can play two more Actions this turn. At the start of your Clean-
up phase, before discarding anything and before drawing for
next turn, if you have a Walled Village in play and no more than
two Action cards in play (counting the Walled Village), you may
put the Walled Village on top of your deck. If the only cards you
have in play are two Walled Villages, you may put either or both
of them on top of your deck. Walled Village has to be in play to
be put on top of your deck. Walled Village only checks how
many Action cards are in play when its ability resolves; Action
cards you played earlier this turn but which are no longer in play
(such as Feast from Dominion) are not counted, while Action
cards still in play from previous turns (duration cards from
Dominion: Seaside) are counted, as are Action cards that are in
play now but may leave play after resolving Walled Village
(such as Treasury from Dominion: Seaside).

Wandering Minstrel - First draw a card, then reveal the top 3
cards of your deck, shuffling your discard pile if there are not
enough cards in your deck. If there still are not enough after
shuffling, just reveal what you can. Put the revealed Action
cards on top of your deck in any order, and discard the other
cards. A card with multiple types, one of which is Action, is an
Action card. If you didn't reveal any Action cards, no cards will
be put on top.

Warehouse – 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.

Watchtower - When you play this, you draw cards one at a
time until you have 6 cards in hand. If you have 6 or more cards
in hand already, you do not draw any cards. When you gain a
card, even on someone else's turn, you may reveal Watchtower
from your hand, to either trash the gained card or put it on top of
your deck. You may reveal Watchtower each time you gain a
card; for example if another player plays Mountebank, you may
use Watchtower to trash both the Curse and Copper, or to trash
the Curse and put the Copper on top of your deck, or just to
trash the Curse, and so on. You still did gain whatever card you

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gained; you just immediately trash it. So if Mountebank gives you a Curse and you trash it, the Curse pile will go down by one as the Curse gets moved to the trash pile. You may reveal Watchtower on your own turn as well, for example when buying a card, or gaining a card via something like Expand. If you use Watchtower to put a card on your deck but have no cards left in your deck, you do not shuffle; the gained card becomes the only card in your deck. Revealing Watchtower does not take it out of your hand; you could reveal Watchtower on multiple opponents' turns and still have it on your turn to draw up to 6 with. When cards are gained during a Possession turn (from Dominion: Alchemy), the player who played Possession is the one who can use Watchtower, not the player who is being possessed. If a gained card is going somewhere other than to your discard pile, such as a card gained with Mine (from Dominion), you can still use Watchtower to trash it or put it on your deck.

Wharf - 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.

Wishing Well - 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.

Witch – 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.

Woodcutter – 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.

Worker's Village - You draw a card, can play two more Actions this turn, and can buy one more card in your Buy phase this turn.

Workshop – 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.

Young Witch - This card causes there to be an extra pile in the Supply, called the Bane pile; see Preparation. The extra pile is just like other Kingdom card piles – it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition. When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from his hand; if he does not, he gains a Curse. This attack hits other players in turn order, which matters when the Curse pile is low. Players may still respond to a Young Witch with Reaction cards like Horse Traders or Moat (from Dominion); those happen before Bane cards are revealed. If Secret Chamber (from Dominion: Intrigue) is the Bane card, first you can reveal it for its Reaction ability, and then, if it's still in your hand, you can reveal it to avoid getting a Curse.

RECOMMENDED CARD SETS:
First Game: Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, Workshop.

Big Money: Adventurer, Bureaucrat, Chancellor, Chapel, Feast, Laboratory, Market, Mine, Moneylender, Throne Room

Interaction: Bureaucrat, Chancellor, Council Room, Festival, Library, Militia, Moat, Spy, Thief, Village

Size Distortion: Cellar, Chapel, Feast, Gardens, Laboratory, Thief, Village, Witch, Woodcutter, Workshop

Village Square: Bureaucrat, Cellar, Festival, Library, Market, Remodel, Smithy, Throne Room, Village, Woodcutter

DOMINION: INTRIGUE ONLY

Victory Dance: Bridge, Duke, Great Hall, Harem, Ironworks, Masquerade, Nobles, Pawn, Scout, Upgrade

Secret Schemes: Conspirator, Harem, Ironworks, Pawn, Saboteur, Shanty Town, Steward, Swindler, Trading Post, Tribute

Best Wishes: Coppersmith, Courtyard, Masquerade, Scout, Shanty Town, Steward, Torturer, Trading Post, Upgrade, Wishing Well

INTRIGUE COMBINED WITH DOMINION

Deconstruction: Bridge, Mining Village, Remodel, Saboteur, Secret Chamber, Spy, Swindler, Thief, Throne Room, Torturer

Hand Madness: Bureaucrat, Chancellor, Council Room, Courtyard, Mine, Militia, Minion, Nobles, Steward, Torturer

Underlings: Baron, Cellar, Festival, Library, Masquerade, Minion, Nobles, Pawn, Steward, Witch

SEASIDE ONLY:
High Seas: Bazaar, Caravan, Embargo, Explorer, Haven, Island, Lookout, Pirate Ship, Smugglers, Wharf

Buried Treasure: Ambassador, Cutpurse, Fishing Village, Lighthouse, Outpost, Pearl Diver, Tactician, Treasure Map, Warehouse, Wharf

Shipwrecks: Ghost Ship, Merchant Ship, Native Village, Navigator, Pearl Diver, Salvager, Sea Hag, Smugglers, Treasury, Warehouse

SEASIDE AND DOMINION:

Reach for Tomorrow: Adventurer, Cellar, Council Room, Cutpurse, Ghost Ship, Lookout, Sea Hag, Spy, Treasure Map, Village

Repetition: Caravan, Chancellor, Explorer, Festival, Militia, Outpost, Pearl Diver, Pirate Ship, Treasury, Workshop

COMBINED WITH DOMINION Deconstruction Bridge Mining Village Remodel Saboteur Secret Chamber Spy Swindler Thief Throne Room Torturer Hand Madness Bureaucrat Chancellor Council Room Courtyard Mine Militia Minion Nobles Steward Torturer Underlings Baron Cellar Festival Library Masquerade Minion Nobles Pawn Steward Witch SEASIDE ONLY High Seas Bazaar Caravan Embargo Explorer Haven Island Lookout Pirate Ship Smugglers Wharf Buried Treasure Ambassador Cutpurse Fishing Village Lighthouse Outpost Pearl Diver Tactician Treasure Map Warehouse Wharf Shipwrecks Ghost Ship Merchant Ship Native Village Navigator Pearl Diver Salvager Sea Hag Smugglers Treasury Warehouse SEASIDE AND DOMINION Reach for Tomorrow Adventurer Cellar Council Room Cutpurse Ghost Ship Lookout Sea Hag Spy Treasure Map Village Repetition Caravan Chancellor Explorer Festival Militia Outpost Pearl Diver Pirate Ship Treasury Workshop

Give and Take: Ambassador, Fishing Village, Haven, Island, Library, Market, Moneylender, Salvager, Smugglers, Witch

---

ALCHEMY AND DOMINION

Forbidden Arts: Apprentice, Familiar, Possession, University,
Cellar, Council Room, Gardens, Laboratory, Thief, and Throne
Room

Potion Mixers: Alchemist, Apothecary, Golem, Herbalist,
Transmute, Cellar, Chancellor, Festival, Militia, and Smithy

Chemistry Lesson: Alchemist, Golem, Philosopher's Stone,
University, Bureaucrat, Market, Moat, Remodel, Witch, and
Woodcutter

ALCHEMY AND INTRIGUE

Servants: Golem, Possession, Scrying Pool, Transmute,
Vineyard, Conspirator, Great Hall, Minion, Pawn, and Steward

Secret Research: Familiar, Herbalist, Philosopher's Stone,
University, Bridge, Masquerade, Minion, Nobles, Shanty Town,
and Torturer

Pools, Tools, and Fools: Apothecary, Apprentice, Golem,
Scrying Pool, Baron, Coppersmith, Ironworks, Nobles, Trading
Post, and Wishing Well

PROSPERITY ONLY :

Beginners: Bank, Counting House, Expand, Goons,
Monument, Rabble, Royal Seal, Venture, Watchtower, Worker's
Village

Friendly Interactive: Bishop, City, Contraband, Forge, Hoard,
Peddler, Royal Seal, Trade Route, Vault, Worker's Village

Big Actions: City, Expand, Grand Market, King's Court, Loan,
Mint, Quarry, Rabble, Talisman, Vault

PROSPERITY AND DOMINION :

Biggest Money: Bank, Grand Market, Mint, Royal Seal,
Venture, Adventurer, Laboratory, Mine, Moneylender, Spy

The King's Army: Expand, Goons, King's Court, Rabble,
Vault, Bureaucrat, Council Room, Moat, Spy, Village

The Good Life: Contraband, Counting House, Hoard,
Monument, Mountebank, Bureaucrat, Cellar, Chancellor,
Gardens, Village

PROSPERITY AND INTRIGUE :
Paths to Victory: Bishop, Counting House, Goons, Monument,
Peddler, Baron, Harem, Pawn, Shanty Town, Upgrade

All Along the Watchtower: Hoard, Talisman, Trade Route,
Vault, Watchtower, Bridge, Great Hall, Mining Village, Pawn,
Torturer

Lucky Seven: Bank, Expand, Forge, King's Court, Vault,
Bridge, Coppersmith, Swindler, Tribute, Wishing Well

CORNUCOPIA AND DOMINION

Bounty of the Hunt: Harvest, Horn of Plenty, Hunting Party,
Menagerie, Tournament, Cellar, Festival, Militia, Moneylender,
Smithy

Bad Omens: Fortune Teller, Hamlet, Horn of Plenty, Jester,
Remake, Adventurer, Bureaucrat, Laboratory, Spy, Throne
Room

The Jester's Workshop: Fairgrounds, Farming Village, Horse
Traders, Jester, Young Witch, Feast, Laboratory, Market,
Remodel, Workshop; Bane: Chancellor

CORNUCOPIA AND INTRIGUE

Last Laughs: Farming Village, Harvest, Horse Traders, Hunting
Party, Jester, Minion, Nobles, Pawn, Steward, Swindler

The Spice of Life: Fairgrounds, Horn of Plenty, Remake,
Tournament, Young Witch, Coppersmith, Courtyard, Great Hall,
Mining Village, Tribute; Bane: Wishing Well

Small Victories: Fortune Teller, Hamlet, Hunting Party,
Remake, Tournament, Conspirator, Duke, Great Hall, Harem,
Pawn

HINTERLANDS ONLY

Introduction: Cache, Crossroads, Develop, Haggler, Jack of All
Trades, Margrave, Nomad Camp, Oasis, Spice Merchant,
Stables

Fair Trades: Border Village, Cartographer, Develop, Duchess,
Farmland, Ill-Gotten Gains, Noble Brigand, Silk Road, Stables,
Trader

Bargains: Border Village, Cache, Duchess, Fool’s Gold,
Haggler, Highway, Nomad Camp, Scheme, Spice Merchant,
Trader

Gambits: Cartographer, Crossroads, Embassy, Inn, Jack of All
Trades, Mandarin, Nomad Camp, Oasis, Oracle, Tunnel

HINTERLANDS AND DOMINION

Highway Robbery: Cellar, Library, Moneylender, Throne
Room, Workshop / Highway, Inn, Margrave, Noble Brigand,
Oasis

Adventures Abroad: Adventurer, Chancellor, Festival,
Laboratory, Remodel / Crossroads, Farmland, Fool’s Gold,
Oracle, Spice Merchant

HINTERLANDS AND INTRIGUE

Money for Nothing: Coppersmith, Great Hall, Pawn, Shanty
Town, Torturer / Cache, Cartographer, Jack of All Trades, Silk
Road, Tunnel

The Duke’s Ball: Conspirator, Duke, Harem, Masquerade,
Upgrade / Duchess, Haggler, Inn, Noble Brigand, Scheme

HINTERLANDS AND SEASIDE

---

Travelers: Cutpurse, Island, Lookout, Merchant Ship
Warehouse / Cartographer, Crossroads, Farmland, Silk Road, Stables

Diplomacy: Ambassador, Bazaar, Caravan, Embargo, Smugglers / Embassy, Farmland, Ill-Gotten Gains, Noble Brigand, Trader

HINTERLANDS AND ALCHEMY

Schemes and Dreams: Apothecary, Apprentice, Herbalist, Philosopher’s Stone, Transmute / Duchess, Fool’s Gold, Ill-Gotten Gains, Jack of All Trades, Scheme

Wine Country: Apprentice, Familiar, Golem, University, Vineyard, Crossroads, Farmland, Haggler, Highway, Nomad Camp

HINTERLANDS AND PROSPERITY

Instant Gratification: Bishop, Expand, Hoard, Mint, Watchtower / Farmland, Haggler, Ill Gotten Gains, Noble Brigand, Trader

Treasure Trove: Bank, Monument, Royal Seal, Trade Route, Venture / Cache, Develop, Fool’s Gold, Ill-Gotten Gains, Mandarin

HINTERLANDS AND CORNUCOPIA

Blue Harvest: Hamlet, Horn of Plenty, Horse Traders, Jester, Tournament / Fool’s Gold, Mandarin, Noble Brigand, Trader, Tunnel

Travelling Circus: Fairgrounds, Farming Village, Hunting Party, Jester, Menagerie / Border Village, Embassy, Fool’s Gold, Nomad Camp, Oasis

DARK AGES ALONE :
Grim Parade: Armory, Band of Misfits, Catacombs, Cultist, Forager, Fortress, Knights, Market Square, Procession, Hunting Grounds

Playing Chess With Death : Bandit Camp, Graverobber, Junk Dealer, Mystic, Pillage, Rats, Sage, Scavenger, Storeroom, Vagrant

DARK AGES & DOMINION :
High and Low : Hermit, Hunting Grounds, Mystic, Poor House, Wandering Minstrel / Cellar, Moneylender, Throne Room, Witch, Workshop

Chivalry and Revelry: Altar, Knights, Rats, Scavenger, Squire / Festival, Gardens, Laboratory, Library, Remodel

DARK AGES & INTRIGUE :
Prophecy: Armory, Ironmonger, Mystic, Rebuild, Vagrant / Baron, Conspirator, Great Hall, Nobles, Wishing Well

Invasion: Beggar, Marauder, Rogue, Squire, Urchin / Harem, Mining Village, Swindler, Torturer, Upgrade

DARK AGES & SEASIDE:
Watery Graves: Count, Graverobber, Hermit, Scavenger, Urchin / Native Village, Pirate Ship, Salvager, Treasure Map, Treasury

Peasants: Death Cart, Feodum, Poor House, Urchin, Vagrant / Fishing Village, Haven, Island, Lookout, Warehouse

DARK AGES & ALCHEMY:
Infestations: Armory, Cultist, Feodum, Market Square, Rats, Wandering Minstrel / Apprentice, Scrying Pool, Transmute, Vineyard

Lamentations: Beggar, Catacombs, Counterfeit, Forager, Ironmonger, Pillage / Apothecary, Golem, Herbalist, University

DARK AGES & PROSPERI TY:
One Man's Trash: Counterfeit, Forager, Graverobber, Market Square, Rogue / City, Grand Market, Monument, Talisman, Venture

Honor Among Thieves: Bandit Camp, Procession, Rebuild, Rogue, Squire / Forge, Hoard, Peddler, Quarry, Watchtower

DARK AGES & CORNUCOP IA:
Dark Carnival: Band of Misfits, Cultist, Fortress, Hermit, Junk Dealer, Knights / Fairgrounds, Hamlet, Horn of Plenty, Menagerie

To the Victor: Bandit Camp, Counterfeit, Death Cart, Marauder, Pillage, Sage / Harvest, Hunting Party, Remake, Tournament

DARK AGES & HINTERLA NDS:
Far From Home: Beggar, Count, Feodum, Marauder, Wandering Minstrel / Cartographer, Develop, Embassy, Fool's Gold, Haggler

Expeditions: Altar, Catacombs, Ironmonger, Poor House, Storeroom / Crossroads, Farmland, Highway, Spice Merchant, Tunnel

GUILDS & DOMINION

Arts and Crafts: Stonemason, Advisor, Baker, Journeyman, Merchant Guild / Laboratory, Cellar, Workshop, Festival, Moneylender

Clean Living: Butcher, Baker, Candlestick Maker, Doctor, Soothsayer / Militia, Thief, Moneylender, Gardens, Village

Gilding the Lily: Plaza, Masterpiece, Candlestick Maker, Taxman, Herald / Library, Remodel, Adventurer, Market, Chancellor

GUILDS & INTRIGUE

Name That Card: Baker, Doctor, Plaza, Advisor, Masterpiece / Courtyard, Wishing Well, Harem, Tribute, Nobles

Tricks of the Trade: Stonemason, Herald, Soothsayer, Journeyman, Butcher / Great Hall, Nobles, Conspirator, Masquerade, Coppersmith

---

Decisions, Decisions: Merchant Guild, Candlestick Maker, Masterpiece, Taxman, Butcher / Bridge, Pawn, Mining Village, Upgrade, Duke

---

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