Reserve: Difference between revisions

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== List of Reserve cards ==
== List of Reserve cards ==
* {{Card|Coin of the Realm}}
{{Cost|2}} {{Card|Coin of the Realm}}
* {{Card|Guide}}
<br>{{Cost|3}} {{Card|Guide}}
* {{Card|Duplicate}}
<br>{{Cost|4}} {{Card|Duplicate}}, {{Card|Transmogrify}}
* {{Card|Transmogrify}}


{{stub}}
{{stub}}
{{Navbox Adventures}}
{{Navbox Adventures}}
{{Navbox card types}}
{{Navbox card types}}

Revision as of 05:18, 12 April 2015

Reserve is a card type introduced in Adventures; cards of this type have tan frames. When played, Reserve cards go onto your Tavern mat, whence they can be called for an additional effect when a certain condition is met. Reserve cards can be saved until you want to use them, or simply be left on your mat if you don't want them in your deck anymore.

List of Reserve cards

$2 Coin of the Realm
$3 Guide
$4 Duplicate, Transmogrify


This article or section is a stub. Please help by expanding it


Cards $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
Dominion Card types
Basic types ActionTreasureVictoryCurse
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLootOmenShadow
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTraitProphecy