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Horse is an Action card from . It is a one-shot non-terminal draw card, similar to from ; but unlike Experiment, it is not in the Supply, and therefore can only be gained in more restricted ways.
 Official FAQ
 List of cards
There are 8 Kingdom cards that use Horse:
In addition, there are 4 Events that use Horse:
does not use Horse, but lets any Action be like a Horse instead.
 English versions
|| +2 Cards
Return this to its pile.
(This is not in the Supply.)
|| March 2020
 Other language versions
|| +2 Karten
Lege diese Karte auf ihren Stapel zurück.
(Diese Karte gehört nicht zum Vorrat)
|| 馬 (pron. uma)
They were called Horses before the set had a theme. I didn't have to put a lot of thought into that and have no story of what went through my head. They're transportation and get you through your deck; probably something like that. I could have renamed them to fit a different theme; I considered trying to do Vikings, and they would have been boats or something. What happened though is that I picked animals as the theme and kept them Horses.
Horse is a non-supply
pile. There are 30 of them. You get one via a card saying "gain a Horse" or something. If the pile is empty you can't gain one, but let's hope that doesn't happen much. So Horse is a one-use ; it puts you up a card and then is gone. Or, you know, you don't have to play it; you can Remodel
it or something. It's there for you. Once in your deck, it's just like , from ; it turns out, they were experimenting on Horses. Eight total kingdom cards
use Horses, and four landscapes
 Secret History
The other idea was for a particular way to do "+1 Card tokens
." I considered them for , but it didn't sound great to have a pile of tokens you could constantly consider cashing in for cards. What I ended up doing for Renaissance was , which just happens at the start of a turn. But another approach was to have a pile of one-use
you could gain. It was like a +1 Card token, except different in all the ways it's different - you can only use it when drawing it, you can it, and so on. There wasn't room for a big pile of those in Renaissance, though it got . So this was another thing to try right away, and right away I liked it. Horse itself started and ended costing , but I tried having it cost , to make it weaker with trash-for-benefit
. I preferred it being stronger there.
The first two cards using Horses were "Gain 3 Horses" and "+1 Action, discard any number of cards for that many Horses." They both immediately showcased the beauty of Horses. "Gain 3 Horses" is like ... but it doesn't draw dead cards, and doesn't draw at all the first time you play it, and well more differences, and stuff. It was a pretty neat variation on and still really simple. And then the variant was nothing like . It was pretty neat too. Well as you may have noticed, these cards aren't in the set. They both just produced too many Horses. Another way "Gain 3 Horses" is different from is, it takes longer to resolve - not just playing it, but playing it and playing the three Horses. So in the end there are "Gain 2 Horses" cards, but no 3, and only gets to really go nuts gaining Horses.
 Why does it cost 3?
Originally I put non-supply cards at work.
The realistic cost for Horse is , same as (yes it's worse than ; that is the nature of a game where most things cost - ). They cost to be more generous to trash-for-benefit, which is especially relevant with Horse.
, thinking that would help clarify that they can't be bought. Later I decided that they should have semi-realistic costs, so that they interacted better with cards that care about costs. Sometimes there's a reason to stray from that, e.g. the Spirits have costs that make