Triggered effects
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* {{Event|Delay}}: Play the set aside Action. | * {{Event|Delay}}: Play the set aside Action. | ||
* {{Event|Reap}}: Play the set aside {{Card|Gold}}. | * {{Event|Reap}}: Play the set aside {{Card|Gold}}. | ||
− | * {{ | + | * {{Card|Conjurer}}: Put this into your hand. |
+ | * {{Card|Highwayman}}: Discard this from play and +3 Cards. | ||
+ | * {{Ally|Crafters' Guild}}: You may spend 2 Favors to gain a card costing up to {{Cost|4}} onto your deck. | ||
* {{Ally|Cave Dwellers}}: You may spend a Favor, to discard a card then draw a card. Repeat as desired. | * {{Ally|Cave Dwellers}}: You may spend a Favor, to discard a card then draw a card. Repeat as desired. | ||
* {{Ally|Crafters' Guild}}: You may spend 2 Favors to gain a card costing up to {{Cost|4}} onto your deck. | * {{Ally|Crafters' Guild}}: You may spend 2 Favors to gain a card costing up to {{Cost|4}} onto your deck. | ||
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* {{Project|Citadel}}: If it's the first time you played an Action this turn, replay it afterwards. | * {{Project|Citadel}}: If it's the first time you played an Action this turn, replay it afterwards. | ||
* [[Way]]s: You may perform the Way instead of following this card's instructions. | * [[Way]]s: You may perform the Way instead of following this card's instructions. | ||
− | |||
''If the played card is a {{Card|Silver}}…'' | ''If the played card is a {{Card|Silver}}…'' | ||
* {{Card|Merchant}}: If it's the first Silver you're played this turn, +{{Cost|1}}. | * {{Card|Merchant}}: If it's the first Silver you're played this turn, +{{Cost|1}}. | ||
* {{Card|Sauna}}: You may trash a card from your hand. | * {{Card|Sauna}}: You may trash a card from your hand. | ||
+ | ''If the played card is a [[Treasure]]…'' | ||
+ | * {{Card|Highwayman}}: If it's the first time you played a Treasure this turn, it does nothing. | ||
=== On-play effects === | === On-play effects === | ||
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* {{Card|Flag Bearer}}: Take the {{Artifact|Flag}}. | * {{Card|Flag Bearer}}: Take the {{Artifact|Flag}}. | ||
* {{Card|Silk Merchant}}: +1 [[Coffers]] and +1 [[Villager]]. | * {{Card|Silk Merchant}}: +1 [[Coffers]] and +1 [[Villager]]. | ||
+ | * {{Card|Lich}}: Discard this and gain a cheaper card from the trash. | ||
== Turn phases == | == Turn phases == | ||
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* {{Card|Capital}}: Take {{Debt|6}}, and then you may pay off {{Debt}}. | * {{Card|Capital}}: Take {{Debt|6}}, and then you may pay off {{Debt}}. | ||
* {{Way|Way of the Frog}}: Put this onto your deck. | * {{Way|Way of the Frog}}: Put this onto your deck. | ||
+ | * {{Card|Merchant Camp}}: You may put this onto your deck. | ||
=== Drawing your hand during Clean-up === | === Drawing your hand during Clean-up === | ||
''When you would draw your hand'': | ''When you would draw your hand'': | ||
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* {{Event|Save}}: Put the set aside card into your hand. | * {{Event|Save}}: Put the set aside card into your hand. | ||
* {{Landmark|Baths}}: If you haven't gained any cards this turn, take 2{{VP}} from here. | * {{Landmark|Baths}}: If you haven't gained any cards this turn, take 2{{VP}} from here. | ||
+ | * {{Ally|Island Folk}}: If the previous turn wasn't yours, you may spend 5 Favors to take another turn. | ||
''At the end of this turn'': | ''At the end of this turn'': | ||
* {{Card|Faithful Hound}}: Put this into your hand. | * {{Card|Faithful Hound}}: Put this into your hand. | ||
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=== When you shuffle === | === When you shuffle === | ||
* {{Project|Star Chart}}: You may pick one of the cards to go on top. | * {{Project|Star Chart}}: You may pick one of the cards to go on top. | ||
+ | * {{Ally|Order of Masons}}: You may pick up to 2 cards per Favor you spend to put into your discard pile. | ||
=== When you shuffle this === | === When you shuffle this === | ||
* {{Card|Stash}}: You may look through your remaining deck, and may put this anywhere in the shuffled cards. | * {{Card|Stash}}: You may look through your remaining deck, and may put this anywhere in the shuffled cards. | ||
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=== When you make a choice === | === When you make a choice === | ||
* {{Card|Elder}}: You may choose an extra (different) option. | * {{Card|Elder}}: You may choose an extra (different) option. | ||
− | === When | + | === When you would begin a turn === |
− | + | * {{Card|Lich}}: Skip that turn. | |
− | * {{ | + | |
=== When you reveal this during an Action phase === | === When you reveal this during an Action phase === | ||
* {{Card|Patron}}: +1 [[Coffers]]. | * {{Card|Patron}}: +1 [[Coffers]]. | ||
=== After the game ends === | === After the game ends === | ||
* {{Project|Fleet}}: There is an extra round of turns just for players with this. | * {{Project|Fleet}}: There is an extra round of turns just for players with this. | ||
+ | === When scoring === | ||
+ | A number of [[Landmark]]s have effects at this time, and are not listed separately here. | ||
+ | * {{Ally|Plateau Shepherds}}: Pair up your Favors with cards you have costing {{Cost|2}}, for 2{{VP}} each. | ||
=Persistent effects= | =Persistent effects= | ||
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* {{Card|Guardian}}: When another player plays an [[Attack]] card, it doesn't affect you. | * {{Card|Guardian}}: When another player plays an [[Attack]] card, it doesn't affect you. | ||
* {{Card|Gatekeeper}}: When another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it. | * {{Card|Gatekeeper}}: When another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it. | ||
+ | * {{Card|Highwayman}}: The first Treasure each other player plays on their turn does nothing. | ||
== Longer == | == Longer == |
Revision as of 05:31, 3 March 2022
The default time in Dominion at which a card has an effect is when it is played. If an Action or Treasure card's text doesn't state specifically when the instructions on it are to be carried out, it is when the card is played. Since cards are played one at a time in Dominion (even Treasure cards), there is never any ambiguity about what order to resolve these effects in: play one card, resolving its effects; then play the next card, resolving its effects. Similarly, Events by default are resolved when you buy them.
Many cards, however, and several Events and Landmarks, have effects at specifically-stated other times. This page is an index of the various situations that can cause a card's abilities to be triggered. This can be interpreted as data for a flow chart: For example, if you are buying a card, look at the list of "when you buy a card" triggers to see if any of those effects apply, and if they do, execute them; then you can see if any of the effects triggered by buying a card themselves trigger other effects, and so on. It is often the case that a single trigger can activate multiple cards' abilities simultaneously, and then the abilities must be resolved one at a time using the rules below.
Some effects that take place at times other than when a card is played are thought of as being "set up" by playing a card; even though the effect itself takes place later, the act of playing the card is what causes it to happen. For example, playing the same card twice will cause the later effect to take place twice, and moving the card out of play will not prevent the set-up effect from taking place. Similarly, some Events "set up" effects for later when bought. Such effects are in general not listed here. Other effects are caused by a card being in a particular location, such as the play area, regardless of how or why it got there.
Cards in italics have been removed.
Official Rules
- If multiple cards resolve at the same time on your turn (for example, Duration cards that do something “at the start of your next turn”), you choose what order to resolve them.
- A card that affects multiple players during your turn still resolves in player order, affecting you first if it affects all players and then proceeding clockwise.
Other rules clarifications
- If an effect causes you to gain or draw multiple cards, you always in principle gain or draw them one at a time, resolving any on-gain or on-draw abilities of one before moving on to the next. However, if you are instructed to trash or discard multiple cards, unless that effect is explicitly sequential, they are trashed or discarded at the same time. For example, Steward can trash 2 cards; if you choose that option, you may not trash one card, resolve an on-trash effect (such as Market Square's), then trash the other card. Both cards must be trashed simultaneously, and on-trash effects resolved with afterwards. Conversely, Remake trashes two cards, but it instructs you specifically to trash them one at a time.
- At the end of the game, your discard pile, your hand, cards you have in play, cards you've set aside, and cards you've put on mats all count as part of your deck.
Punctual effects
These are abilities that are executed at a single point in time: you fully resolve the card's ability by following the instructions on the card in order, and then move on to the next ability to be resolved.
At the beginning of the game
Grouped cards:
- Shelters: Randomly choose a Kingdom card. If it's from Dark Ages, replace your 3 starting Estates with Hovel, Necropolis, and Overgrown Estate.
- Looters: Shuffle the Ruins cards, then count out 10 per player after the first. Keep it face down except for the top card.
- Journey token: Each player starts with their Journey token face up. (Applies to Ranger, Giant, and Pilgrimage.)
- Certain Landmarks: Put 6 on this Landmark per player. (Applies to Arena, Basilica, Baths, Battlefield, Colonnade, and Labyrinth.)
- Fate cards: Shuffle the Boons.
- Doom cards: Shuffle the Hexes.
- Heirloom: Replace one of your starting Coppers with a Heirloom. (Applies to Pixie (use Goat), Tracker (use Pouch), Fool (use Lucky Coin), Secret Cave (use Magic Lamp), Cemetery (use Haunted Mirror), Shepherd (use Pasture), and Pooka (use Cursed Gold).)
- Liaison: Each player gets +1 Favor.
Specific cards:
- Platinum and Colony: Randomly choose a Kingdom card. If it's from Prosperity, include Platinum and Colony in the Supply.
- Trade Route: Add a Coin token to each Victory card Supply pile.
- Young Witch: Add an extra Kingdom card pile costing or to the Supply. Cards from that pile are Bane cards.
- Knights: Shuffle the Knights pile. Keep it face down except for the top card.
- Baker: Each player gets +1 Coffers.
- Tax: Add to each Supply pile.
- Aqueduct: Put 8 on the Silver and Gold piles.
- Defiled Shrine: Put 2 on each non-Gathering Action Supply pile.
- Obelisk: Choose a random Action Supply pile.
- Druid: Set aside the top 3 Boons face up.
- Necromancer: Put the 3 Zombies into the trash.
- Way of the Mouse: Set aside an unused Action costing or .
- Black Market: Make a Black Market deck out of different unused Kingdom cards.
These do not happen in any particular order, and should all be completely resolved before the first turn begins. For example, if the Bane for Young Witch is Black Market, then you must prepare a Black Market deck; conversely if Young Witch is in the Black Market, you must add a Bane pile.
At the start of your turn
- Haven: Put the set-aside card into your hand.
- Lighthouse: +
- Fishing Village: +1 Action and +
- Caravan: +1 Card
- Merchant Ship: +
- Tactician: If you discarded any cards, +5 Cards, +1 Buy, +1 Action.
- Wharf: +2 Cards and +1 Buy
- Horse Traders: If you set this aside, +1 Card and return this to your hand.
- Teacher: You may call this, to move your +1 Card, +1 Action, +1 Buy, or + token to an Action Supply pile you have no tokens on.
- Ratcatcher: You may call this, to trash a card from your hand.
- Amulet: Choose one: +; or trash a card from your hand; or gain a Silver.
- Caravan Guard: +
- Dungeon: +2 Cards, then discard 2 cards.
- Gear: Put the set aside cards into your hand.
- Guide: You may call this, to discard your hand and draw 5 cards.
- Transmogrify: You may call this, to trash a card from your hand, and gain a card to your hand costing up to more than it.
- Bridge Troll: +1 Buy
- Haunted Woods: +3 Cards
- Swamp Hag: +
- Hireling: +1 Card
- Enchantress: +2 Cards
- Archive: Put one of the set aside cards into your hand.
- Guardian: +
- Ghost Town: +1 Card and +1 Action
- Secret Cave: If you discarded 3 cards, +.
- Ghost: Play the set aside Action twice.
- Cobbler: Gain a card to your hand costing up to .
- Crypt: Put one of the set aside Treasures into your hand.
- Den of Sin: +2 Cards
- Raider: +
- Lost in the Woods: You may discard a card to receive a Boon.
- Cargo Ship: Put the set aside card into your hand.
- Research: Put the set aside cards into your hand.
- Key: +
- Cathedral: Trash a card from your hand.
- City Gate: +1 Card, then put a card from your hand onto your deck.
- Fair: +1 Buy.
- Silos: Discard any number of Coppers, revealed, and draw that many cards.
- Sinister Plot: Add a token here, or remove your tokens here for +1 Card each.
- Piazza: Reveal the top card of your deck. If it's an Action, play it.
- Barracks: +1 Action.
- Crop Rotation: You may discard a Victory card for +2 Cards.
- Village Green: +1 Card and +2 Actions.
- Barge: +3 Cards and +1 Buy.
- Gatekeeper: +
- Mastermind: You may play an Action card from your hand three times.
- Delay: Play the set aside Action.
- Reap: Play the set aside Gold.
- Conjurer: Put this into your hand.
- Highwayman: Discard this from play and +3 Cards.
- Crafters' Guild: You may spend 2 Favors to gain a card costing up to onto your deck.
- Cave Dwellers: You may spend a Favor, to discard a card then draw a card. Repeat as desired.
- Crafters' Guild: You may spend 2 Favors to gain a card costing up to onto your deck.
- Prince (1E): Play the set aside Action.
- Prince (2E): Play the set aside Action, leaving it there.
- Summon: Play the set aside Action.
- Church: Put the set aside cards into your hand, then you may trash a card from your hand.
- Captain: Play a non-Duration, non-Command Action card from the Supply costing up to , leaving it there.
Playing a card
When you play a card, first
These effects take place "first", before other effects triggered by playing a card.
For any type of played card…
- Vanilla bonus Adventures tokens (Teacher, Seaway, Lost Arts, Training, Pathfinding): If your token is on the played card's Supply pile, you get the vanilla bonus.
- Kiln: If it's the next card you played after this turn, you may gain a copy of the played card.
If the played card is an Action…
- Champion: +1 Action.
If the played card is an Attack…
- Moat: Another player may reveal this from their hand, to be unaffected by the Attack.
- Secret Chamber: Another player may reveal this from their hand. If they do, they draw 2 cards, then puts 2 cards from their hand on top of their deck.
- Diplomat: Another player may reveal this from their hand of 5 or more cards to draw 2 cards then discard 3.
- Horse Traders: Another player may set this aside from their hand.
- Beggar: Another player may discard this to gain two Silvers, putting one onto their deck.
- Urchin: If the played card is another Attack, you may trash this, to gain a Mercenary.
- Caravan Guard: Another player may play this from their hand.
When you play a card
These effects take place after the card enters the play area but before you resolve any of its own on-play abilities.
If the played card is an Action…
- Enchantress: If it's the first time you played an Action card this turn, you get +1 Card and +1 Action instead of following its instructions.
- Citadel: If it's the first time you played an Action this turn, replay it afterwards.
- Ways: You may perform the Way instead of following this card's instructions.
If the played card is a Silver…
- Merchant: If it's the first Silver you're played this turn, +.
- Sauna: You may trash a card from your hand.
If the played card is a Treasure…
- Highwayman: If it's the first time you played a Treasure this turn, it does nothing.
On-play effects
The vast majority of Action and Treasure cards have on-play effects of some kind. On-play effects of cards always take place after the "when you play a card" effects of other cards.
Since most cards have on-play effects of their own, we do not list them all here. However, some cards have an effect that modifies the on-play ability of another card:
- Coppersmith: Copper produces an extra this turn.
- Envious: Silver and Gold make this turn.
- Lantern: Border Guards you play reveal 3 cards and discard 2.
Directly after you finish playing an Action card
- Coin of the Realm: You may call this, for +2 Actions.
- Royal Carriage: If the Action is still in play, you may call this, to replay that Action.
When you buy a card
Remember that buying a card happens before gaining it, so all these effects happen before you gain the relevant card, and before any of its on-gain effects happen.
When you buy any card:
- Embargo: For each Embargo token on that pile, gain a Curse.
- Talisman: If the card is a non-Victory card costing or less, gain a copy of it.
- Goons: +1 .
- Hoard: If it is a Victory card, gain a Gold.
- Haggler: Gain a cheaper non-Victory card.
- Hovel: If that card is a Victory card, you may trash this from your hand.
- Merchant Guild (1E): +1 Coffers
- Haunted Woods: Put your hand on top of your deck in any order.
- Swamp Hag: Gain a Curse.
- Plan: If that card has your Trashing token on its pile, you may trash a card from your hand.
- Charm: If that card is the next card you've bought this turn, you may also gain a differently named card with the same cost.
- Tax: Take the from its pile.
- Basilica: If you have or more left, take 2 from here.
- Colonnade: If that card is an Action card, and you have a copy of it in play, take 2 from here.
- Defiled Shrine: If it's Curse, take the from this.
When you buy this card:
- Mint: Trash all Treasures you have in play.
- Noble Brigand: Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, and discards the rest. If they didn’t reveal a Treasure, they gain a Copper. You gain the trashed cards.
- Farmland: Trash a card from your hand and gain a card costing exactly more than the trashed card.
- Stonemason: You may overpay for this. If you do, gain 2 Action cards each costing the amount you overpaid.
- Doctor: You may overpay for this. For each you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
- Masterpiece: You may overpay for this. For each you overpaid, gain a Silver.
- Herald: You may overpay for this. For each you overpaid, put a card from your discard pile onto your deck.
- Messenger: If this is your first buy in a turn, gain a card costing up to , and each other player gains a copy of it.
- Port: Gain another Port.
- Forum: +1 Buy.
- Animal Fair: Instead of paying this card's cost, you may trash an Action card from your hand.
Events have on-buy effects by default, and are not listed separately here.
Gaining
When you would gain
When you would gain a card:
- Possession: The player to your right gains that card instead.
- Trader (1st edition): You may reveal this from your hand, to instead gain a Silver.
When you would gain this:
- Nomad Camp: Gain this onto your deck (instead of to your discard pile).
- Guardian: Gain this to your hand (instead of to your discard pile).
- Ghost Town: Gain this to your hand (instead of to your discard pile).
- Night Watchman: Gain this to your hand (instead of to your discard pile).
- Den of Sin: Gain this to your hand (instead of to your discard pile).
When you gain
When you gain any card:
- Trade Route: Move the Coin token from that card's pile to the Trade Route mat.
- Watchtower: You may reveal this from your hand, to either trash that card, or put it on top of your deck.
- Royal Seal: You may put that card onto your deck.
- Trader (errata): You may reveal this from your hand, to exchange that card with a Silver.
- Duplicate: If that card costs up to , you may call this, to gain a copy of it.
- Travelling Fair: You may put that card onto your deck.
- Labyrinth: If it's the 2nd card you gained during your turn, take 2 from here.
- Changeling: If that card costs or more, you may exchange it for a Changeling.
- Cargo Ship: You may set that card aside face up (on this).
- Exile: You may discard all other copies of the gained card from here.
- Sleigh: You may discard this, to put that card into your hand or onto your deck.
- Sheepdog: You may play this from your hand.
- Falconer: If that card has 2 or more types (Action, Attack, etc.), you may play this from your hand.
- Livery: If that card costs or more, gain a Horse.
- Way of the Seal: You may put that card onto your deck.
- Bauble: You may put that card onto your deck.
- Architects' Guild: You may spend 2 Favors to gain a cheaper non-Victory card.
- Band of Nomads: If that cards costs or more, you may spend a Favor, for +1 Card, or +1 Action, or +1 Buy.
When you gain an Action card:
- Defiled Shrine: Move 1 from its pile to this.
- Academy: +1 Villager.
- Innovation: If that card is the first Action card you gained this turn, you may play it.
- Gatekeeper: If you don't have an Exiled copy of that card, Exile it.
- City-state: You may spend 2 Favors to play that card.
When you gain a Treasure card:
- Aqueduct: Move 1 from that card's pile to this.
- Guildhall: +1 Coffers.
- Gatekeeper: If you don't have an Exiled copy of that card, Exile it.
When you gain a Victory card:
- Groundskeeper: +1
- Aqueduct: Take the from this.
- Battlefield: Take 2 from here.
When you gain an Attack card:
- Skirmisher: Each other player discards down to 3 cards in hand.
When you gain another specific card:
- Duchess: If that card is a Duchy, you may gain a Duchess.
- Fool's Gold: If that card is a Province, another player may trash this from their hand to gain a Gold onto their deck.
- Mountain Pass: If that card is the first Province gained this game, after this turn, each player bids once, up to , ending with you. High bidder gets +8 and takes the they bid.
When you gain this:
- Cache: Gain two Coppers.
- Embassy: Each other player gains a Silver.
- Ill-Gotten Gains: Each other player gains a Curse.
- Inn: Look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.
- Mandarin: Put all Treasures you have in play on top of your deck in any order.
- Border Village: Gain a card costing less than this.
- Death Cart: Gain two Ruins.
- Lost City: Each other player draws a card.
- Emporium: If you have at least 5 Action cards in play, +2 .
- Crumbling Castle: +1 and gain a Silver.
- Haunted Castle: If it's your turn, gain a Gold, and each other player with 5 or more cards in hand puts 2 cards from their hand onto their deck.
- Sprawling Castle: Gain a Duchy or 3 Estates.
- Grand Castle: Reveal your hand. +1 per Victory card in your hand and/or in play.
- Rocks: Gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.
- Fortune: Gain a Gold per Gladiator you have in play.
- Temple: Take the from the Temple Supply pile.
- Villa: Put this into your hand, +1 Action, and if it's your Buy phase return to your Action phase.
- Cemetery: Trash up to 4 cards from your hand.
- Blessed Village: Take a Boon. Receive it now or at the start of your next turn.
- Skulk: Gain a Gold.
- Cursed Village: Receive a Hex.
- Ducat: You may trash a Copper from your hand.
- Lackeys: +2 Villagers.
- Experiment: Gain another Experiment (that doesn't come with another).
- Flag Bearer: Take the Flag.
- Silk Merchant: +1 Coffers and +1 Villager.
- Spices: +2 Coffers.
- Camel Train: Exile a Gold from the Supply.
- Cavalry: +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.
- Hostelry: You may discard any number of Treasures, revealed, to gain that many Horses.
When another player gains
These effects happen after "when you gain" effects. This means that, if they gain a Haunted Castle, they attack you before you get to react with Falconer or Black Cat.
When another player gains a Victory card
- Road Network: +1 Card.
- Black Cat: You may play this from your hand.
When another player gains any card
- Fool's Gold: If that card is a Province, you may trash this from your hand to gain a Gold onto your deck.
- Falconer: If that card has 2 or more types (Action, Attack, etc.), you may play this from your hand.
- Invest: If you Invested in a copy of that card, and that card is still in Exile, +2 Cards.
Trashing
When you trash
When you trash any card:
When you trash one of your cards:
- Possession: Set aside the trashed card.
- Market Square: You may discard this from your hand to gain a Gold.
When you trash this:
- Overgrown Estate: +1 Card.
- Squire: Gain an Attack card.
- Feodum: Gain three Silvers.
- Fortress: Put this into your hand.
- Rats: +1 Card.
- Catacombs: Gain a card costing less than this.
- Cultist: +3 Cards.
- Sir Vander: Gain a Gold.
- Hunting Grounds: Gain a Duchy or 3 Estates.
- Crumbling Castle: +1 and gain a Silver.
- Rocks: Gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.
- Haunted Mirror: You may discard an Action card, to gain a Ghost.
- Flag Bearer: Take the Flag.
- Silk Merchant: +1 Coffers and +1 Villager.
- Lich: Discard this and gain a cheaper card from the trash.
Turn phases
At the start of your Buy phase
- Arena: You may discard an Action card. If you do, take 2 from here.
- Deluded: Return this, and you can't buy Actions this turn.
- Envious: Return this, and Silver and Gold make this turn.
- Treasure Chest: Gain a Gold.
- League of Bankers: + per 4 Favors you have (round down).
- Peaceful Cult: You may spend any amount of Favors to trash that many cards from your hand.
At the end of your Buy phase
- Merchant Guild (errata): +1 Coffers per card you gained during this Buy phase.
- Wine Merchant: If you have at least unspent, you may discard this from your Tavern mat.
- Pageant: You may pay for +1 Coffers.
- Exploration: If you didn't buy any cards during this Buy phase, +1 Coffers and +1 Villager.
At the start of Clean-up
- Encampment: If this is set aside, return it to the Supply.
- Improve: You may trash an Action card you would discard from play this turn, to gain a card costing exactly more than it.
- Walled Village: If you have this and no more than one other Action card in play, you may put this on top of your deck.
Discarding your hand during Clean-up
- Coastal Haven: You may spend any number of Favors to keep that many cards in hand for next turn (you still draw 5).
Discarding from play
When you discard an Action card from play:
- Scheme: If you choose that card with this, put it onto your deck.
- Prince (1E): If that card was played by Prince this turn, set it aside again.
When you discard another card from play:
- Horn: Once per turn, if that card is a Border Guard, you may put it onto your deck.
When you discard this from play:
- Treasury: If you didn’t buy a Victory card this turn, you may put this on top of your deck.
- Herbalist: You may put one of your Treasures from play onto your deck.
- Alchemist: If you have a Potion in play, you may put this onto your deck.
- Hermit: If you didn’t buy any cards this turn, trash this and gain a Madman (from the Madman pile).
- Page: You may exchange this for a Treasure Hunter.
- Peasant:You may exchange this for a Soldier.
- Soldier: You may exchange this for a Fugitive.
- Treasure Hunter: You may exchange this for a Warrior.
- Fugitive: You may exchange this for a Disciple.
- Warrior: You may exchange this for a Hero.
- Disciple: You may exchange this for a Teacher.
- Hero: You may exchange this for a Champion.
- Capital: Take , and then you may pay off .
- Way of the Frog: Put this onto your deck.
- Merchant Camp: You may put this onto your deck.
Drawing your hand during Clean-up
When you would draw your hand:
- Outpost: Only draw 3 cards (instead of 5).
When you draw your hand: These must take place after Outpost's effect, as they draw cards in addition to the 3 Outpost tells you to draw.
- Expedition: Draw 2 extra cards.
- Flag: +1 Card.
End of turn
At the end of your turn:
- Possession: Return the set-aside cards to your discard pile.
- Save: Put the set aside card into your hand.
- Baths: If you haven't gained any cards this turn, take 2 from here.
- Island Folk: If the previous turn wasn't yours, you may spend 5 Favors to take another turn.
At the end of this turn:
- Faithful Hound: Put this into your hand.
- Necromancer: Turn the face down cards in the trash face up again.
- The River's Gift: +1 Card.
- Way of the Squirrel: +2 Cards.
After this turn
These happen after checking for the end of the game.
- Donate: Put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.
- Mountain Pass: If you are the first player to gain a Province this turn, each player bids once, up to , ending with you. High bidder gets +8 and takes the they bid.
Extra turns happen after Donate and Mountain Pass.
- Outpost: Take an extra turn.
- Possession: The player to your left takes an extra turn, during which you can see all cards they can and make all decisions for them. Any cards or they would gain on that turn, you gain instead, and any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.
- Mission: Take an extra turn, during which which you can't buy cards.
- Seize the Day: Take an extra turn.
- Voyage: Take an extra turn, during which which you can only play 3 cards from your hand.
Miscellaneous
When you would make any decision
- Possession: The player to your right makes the decision for you.
When you discard this other than during a Clean-up phase
- Tunnel: You may reveal this to gain a Gold.
- Faithful Hound: You may set this aside, and put it into your hand at end of turn.
- Village Green: You may reveal this to play it.
When you shuffle
- Star Chart: You may pick one of the cards to go on top.
- Order of Masons: You may pick up to 2 cards per Favor you spend to put into your discard pile.
When you shuffle this
- Stash: You may look through your remaining deck, and may put this anywhere in the shuffled cards.
When you would get coins
- – token (Bridge Troll, Ball): Earn less and lose this token.
- Way of the Chameleon: Get +Cards instead.
When you would draw a card
- –1 Card token (Relic, Borrow, Raid): Lose this token instead.
- Way of the Chameleon: Get + instead.
When you make a choice
- Elder: You may choose an extra (different) option.
When you would begin a turn
- Lich: Skip that turn.
When you reveal this during an Action phase
After the game ends
- Fleet: There is an extra round of turns just for players with this.
When scoring
A number of Landmarks have effects at this time, and are not listed separately here.
- Plateau Shepherds: Pair up your Favors with cards you have costing , for 2 each.
Persistent effects
The cards listed below have effects that persist over some extended period of time, rather than being resolved at a specific, unique point in time. Many of them have the effect of setting up a trigger for a punctual event as listed above, which can be triggered any number of times as long as whatever factor conditions the persistent effect remains active. Others cause more general changes to gameplay while they obtain, such as changing the costs or other characteristics of cards.
While cards are in play
While this is in play:
- Quarry: Action cards cost less.
- Highway: Cards cost less.
- Band of Misfits (1st edition): This is the played card.
- Overlord (1st edition): This is the played card.
While you have this is in play:
- Lighthouse: When another player plays an Attack card, it doesn’t affect you.
- Talisman: When you buy a non-Victory card costing or less, gain a copy of it.
- Royal Seal: When you gain a card, you may put that card on top of your deck.
- Goons: When you buy a card, +1 .
- Hoard: When you buy a Victory card, gain a Gold.
- Princess: Cards cost less.
- Haggler: When you buy a card, gain a cheaper non-Victory card.
- Urchin: When you play another Attack card, you may first trash this, to gain a Mercenary.
- Merchant Guild (1E): When you buy a card, +1 Coffers.
- Bridge Troll: If it is your turn, cards cost less.
- Groundskeeper: When you gain a Victory card, +1 .
- Tracker: When you gain a card, you may put that card onto your deck.
- Sauna: When you play a Silver, you may trash a card from your hand.
While another card is in play:
- Grand Market: If you have any Coppers in play, you can't buy this.
Turns
During your turns
- Inheritance (errata): Estates are also Actions with "Play the card with your Estate token, leaving it there."
- Capitalism: Actions with + amounts in their text are also Treasures.
- Canal: Cards cost less.
- Fisherman: If your discard pile is empty, this costs less.
- Destrier: This costs less for each card you've gained this turn.
- Wayfarer: This has the same cost as the last other card gained this turn, if any.
- Coffers: You may remove tokens from this for + each.
During your Action phase
- Villagers: You may remove tokens from this for +1 Action each.
During your Buy phase
For the rest of this turn
- Bridge: All cards cost less.
- Coppersmith: Copper produces an extra .
- Contraband: You can't buy the named card.
- Travelling Fair: When you gain a card, you may put it on top of your deck.
- Deluded: You can't buy Actions this turn.
- Envious: Silver and Gold make this turn.
- Inventor: All cards cost less.
- Priest: When you trash a card, +.
- Snowy Village: Ignore any +Actions you get.
- Livery: When you gain a card costing or more, gain a Horse.
- Way of the Chameleon: Each time this card would give you +Cards, you get + instead, and vice-versa.
- Way of the Seal: When you gain a card, you may put it onto your deck.
- Bauble: When you gain a card, you may put it onto your deck.
- Elder: When the played card gives you a choice of abilities (e.g. "choose one"), you may choose an extra (different) option.
- Skirmisher: When you gain an Attack card, each other player discards down to 3 cards in hand.
For this entire turn
- Possession: The player to your right can see all cards they can and make all decisions for your. Any cards or your would gain this turn, they gain instead, and any cards of yours that are trashed are set aside and put in your discard pile at end of turn.
- Mission: You can't buy cards.
- Voyage: You can only play 3 cards from your hand.
Until your next turn
- Haunted Woods: When any other player buys a card, they put their hand on top of their deck in any order.
- Swamp Hag: When any other player buys a card, they gain a Curse.
- Enchantress: The first time each other player plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.
- Guardian: When another player plays an Attack card, it doesn't affect you.
- Gatekeeper: When another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
- Highwayman: The first Treasure each other player plays on their turn does nothing.
Longer
While your token is on a supply pile
- Ferry: If it is your turn, cards from the pile cost less.
- Plan: When you buy a card from the pile, you may trash a card from your hand.
- Vanilla bonus Adventures tokens (Teacher, Seaway, Lost Arts, Training, Pathfinding): When you play a card from that card's Supply pile, you first get the vanilla bonus.
While a card is in Exile
- Invest: When another player gains or Invests in a copy of that card, +2 Cards.
For the rest of the game
- Embargo: When a player buys a card from a pile with an Embargo token on it, they gain a Curse.
- Hireling: At the start of each of your turns, +1 Card.
- Champion: When another player plays an Attack card, it doesn't affect you, and when you play an Action, +1 Action.
- Inheritance (1st edition): Your Estates gain the abilities and types of the card with your Estate token.
- Prince (1E): At the start of each of your turns, play the set-aside Action if you set it aside.
- Prince (2E): At the start of each of your turns, play the set-aside Action card, leaving it set aside.
Several Landmarks have persistent effects that last for the entire game. They are not listed separately here.