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Gatekeeper is an Action-Duration-Attack card from . It forces other players to Exile any Action and Treasure cards they gain without already having a copy in Exile.
 Official FAQ
- While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.
- Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.
- Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a to put a gained card into your hand, then fail to put it on your Exile mat.
- Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, .
- It only cares about cards in Exile, it does not care how they got there.
 Official rules clarifications
- While most cards that move gained cards can "beat" Gatekeeper (like ), there are also cards that move gained cards after they have been gained (such as and ). In these cases, Gatekeeper will be able to exile the card before you can move the card elsewhere.
- If a card is gained directly to somewhere (such as how gains a onto your deck), Gatekeeper can still exile it.
- This does not lose track of a card if it never moves. So if you gain a onto your deck, then revealing to topdeck the will not block Gatekeeper.
- This can exile cards if another player gains a card during the turn you play it. For example, if you and give them a , their will get exiled.
- The exiling effect ends instantaneously when your next turn starts; you can't choose to execute other start-of-turn abilities while your Gatekeeper's exiling ability is still in effect.
Gatekeeper is viewed as one of the weakest cards from Menagerie. , or Prizes from .
actions can be very powerful, and Gatekeeper's effect is often too slow and not effective enough to be worth the opportunity cost of buying a different Action. It is strongest against cards that gain Actions of different names, such as
 English versions
|| At the start of your next turn, +
. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it. || Menagerie
|| March 2020
 Other language versions
|| Zu Beginn deines nächsten Zuges: + Bis dahin: Nimmt ein Mitspieler eine Aktions- oder Geldkarte, von der er keine gleiche Karte im Exil hat, verbannt er jene. .
|| 門番 (pron. monban)
 Secret History
The premise remained constant. Some versions always exiled
the card; you'd get back the previous one, so once you had e.g. in exile, gaining would work, you would just technically put one into exile and discard the other one. I never liked that much, plus the card felt too oppressive, so it changed to just not working every other time. Some versions cost , but man you don't want to be under this right away.
As a potentially really oppressive attack (and there were more oppressive playtest versions), the intention was for it to be at a below-average power level, but not so weak that you'd never play it. It's weaker than intended but also more rules-messy than I'd like. So it's not just a dud, I'd have liked to replace it anyway.
Attacks are tricky. These days attacks try to skew weaker (though sometimes they're still strong). In the early days there were a bunch of strong attacks and the feedback I get is that, while some players love attacks, players in general do not enjoy e.g. discarding every turn to . But I'm not trying to make attacks awful.