User:Arcticpenguin

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Card Expansion Type Cost Text Cards Actions Buy Coin Trash Junk Gain
Cellar Base Action $2 +1 Action. Discard any number of cards. +1 Card per card discarded. +X, -X +1
Chapel Base Action $2 Trash up to 4 cards from your hand. 4
Moat Base Action – Reaction $2 +2 Cards. When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack. +2
Chancellor Base Action $3 $2. You may immediately put your deck into your discard pile. $2
Village Base Action $3 +1 Card; +2 Actions. +1 +2
Woodcutter Base Action $3 +1 Buy; +$2. +1 $2
Workshop Base Action $3 Gain a card costing up to $4. 1
Bureaucrat Base Action – Attack $4 Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards). 1
Feast Base Action $4 Trash this card. Gain a card costing up to $5. Self 1
Gardens Base Victory $4 Worth 1 Victory for every 10 cards in your deck (rounded down).
Militia Base Action – Attack $4 $2. Each other player discards down to 3 cards in his hand. $2
Moneylender Base Action $4 Trash a Copper from your hand. If you do, +$3. $3? 1
Remodel Base Action $4 Trash a card from your hand. Gain a card costing up to $2 more than the trashed card. 1 1
Smithy Base Action $4 +3 Cards. +3
Spy Base Action – Attack $4 +1 Card; +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. +1 +1
Thief Base Action – Attack $4 Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards. 1?
Throne Room Base Action $4 Choose an Action card in your hand. Play it twice.
Council Room Base Action $5 +4 Cards; +1 Buy. Each other player draws a card. +4 +1
Festival Base Action $5 +2 Actions, +1 Buy; +$2. +2 +1 $2
Laboratory Base Action $5 +2 Cards; +1 Action. +2 +1
Library Base Action $5 Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing. +X
Market Base Action $5 +1 Card; +1 Action; +1 Buy; +$1. +1 +1 +1 $1
Mine Base Action $5 Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand. 1 1
Witch Base Action – Attack $5 +2 Cards. Each other player gains a Curse card. +2 1
Adventurer Base Action $6 Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
Courtyard Intrigue Action $2 +3 Cards. Put a card from your hand on top of your deck. +3
Pawn Intrigue Action $2 Choose two: +1 Card; +1 Action; +1 Buy; +$1. (The choices must be different.) +1 +1 +1 $1
Secret Chamber Intrigue Action – Reaction $2 Discard any number of cards. +$1 per card discarded. When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck. -X $X
Great Hall Intrigue Action – Victory $3 1 Victory Point. +1 Card; +1 Action. +1 +1
Masquerade Intrigue Action $3 +2 Cards. Each player passes a card in their hand to the player on their left. You may trash a card from your hand. +2 1?
Shanty Town Intrigue Action $3 +2 Actions. Reveal your hand. If you have no Action cards in hand, +2 Cards. +2 +2
Steward Intrigue Action $3 Choose one: +2 Cards; or +$2; or trash 2 cards from your hand. +2? $2? 2?
Swindler Intrigue Action – Attack $3 $2. Each other player trashes the top card of his deck and gains a card with the same cost that you choose. $2
Wishing Well Intrigue Action $3 +1 Card; +1 Action. Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand. +1 +1
Baron Intrigue Action $4 +1 Buy. You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card. -1? +1 1?
Bridge Intrigue Action $4 +1 Buy; +$1. All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0. +1 $1
Conspirator Intrigue Action $4 $2. If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action. +1? +1 $2
Coppersmith Intrigue Action $4 Copper produces an extra $1 this turn. $1
Ironworks Intrigue Action $4 Gain a card costing up to $4. If it is an… Action card, +1 Action. Treasure card, +$1. Victory card, +1 Card. +1? +1? $1 1
Mining Village Intrigue Action $4 +1 Card; +2 Actions. You may trash this card immediately. If you do, +$2. +1 +2 $2? Self
Scout Intrigue Action $4 +1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order. +1
Duke Intrigue Victory $5 Worth 1 Victory Point per Duchy you have.
Minion Intrigue Action – Attack $5 +1 Action. Choose one: +$2; or discard your hand, +4 Cards; and each other player with at least 5 cards in hand discards his hand and draws 4 cards. +4?, -X? +1 $2?
Saboteur Intrigue Action – Attack $5 Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Torturer Intrigue Action – Attack $5 +3 Cards. Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand. +3 1?
Trading Post Intrigue Action $5 Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand. 2 1
Tribute Intrigue Action $5 The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards. +2 +2 $2?
Upgrade Intrigue Action $5 +1 Card; +1 Action. Trash a card from your hand. Gain a card costing exactly $1 more than it. +1 +1 $1 1 1
Harem Intrigue Treasure – Victory $6 Worth $2. 2 Victory Points $2
Nobles Intrigue Action – Victory $6 2 Victory Points. Choose one: +3 Cards; or +2 Actions. +3 +2
Embargo Seaside Action $2 $2. Trash this card. Put an Embargo token on top of a Supply pile. When a player buys a card, he gains a Curse card per Embargo token on that pile. $2 Self 1?
Haven Seaside Action – Duration $2 +1 Card; +1 Action. Set aside a card from your hand face down. At the start of your next turn, put it into your hand. +1 +1
Lighthouse Seaside Action – Duration $2 +1 Action. Now and at the start of your next turn: +$1. While this is in play, when another player plays an Attack card, it doesn’t affect you. +1 $1
Native Village Seaside Action $2 +2 Actions. Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game. +2
Pearl Diver Seaside Action $2 +1 Card; +1 Action. Look at the bottom card of your deck. You may put it on top. +1 +1
Ambassador Seaside Action – Attack $3 Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it. 2? 1?
Fishing Village Seaside Action – Duration $3 +2 Actions, +$1. At the start of your next turn: +1 Action; +$1. +2 $1
Lookout Seaside Action $3 +1 Action. Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck. +1 1
Smugglers Seaside Action $3 Gain a copy of a card costing up to $6 that the player to your right gained on his last turn. 1
Warehouse Seaside Action $3 +3 Cards; +1 Action. Discard 3 cards. +3, -3 +1
Caravan Seaside Action – Duration $4 +1 Card; +1 Action. At the start of your next turn, +1 Card. +1 +1
Cutpurse Seaside Action – Attack $4 $2. Each other player discards a Copper card (or reveals a hand with no Copper). $2
Island Seaside Action – Victory $4 Set aside this and another card from your hand. Return them to your deck at the end of the game. Worth 2 Victory Points
Navigator Seaside Action $4 $2. Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order. $2
Pirate Ship Seaside Action – Attack $4 Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +$1 per Coin token you’ve taken with Pirate Ships this game. $1
Salvager Seaside Action $4 +1 Buy. Trash a card from your hand. +$ equal to its cost. +1 1
Sea Hag Seaside Action – Attack $4 Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck. 1
Treasure Map Seaside Action $4 Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck. Self 4?
Bazaar Seaside Action $5 +1 Card; +2 Actions, +$1. +1 +2 $1
Explorer Seaside Action $5 You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand. 1
Ghost Ship Seaside Action – Attack $5 +2 Cards. Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand. +2
Merchant Ship Seaside Action – Duration $5 Now and at the start of your next turn: +$2. $2
Outpost Seaside Action – Duration $5 You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.
Tactician Seaside Action – Duration $5 Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards; +1 Buy; and +1 Action. +5?, -X? +1 +1
Treasury Seaside Action $5 +1 Card; +1 Action; +$1. When you discard this from play, if you didn’t buy a Victory card this turn, you may put this on top of your deck. +1 +1 $1
Wharf Seaside Action – Duration $5 Now and at the start of your next turn: +2 Cards; +1 Buy. +2 +1
Herbalist Alchemy Action $2 +1 Buy; +$1. When you discard this from play, you may put one of your Treasures from play on top of your deck. +1 $1
Potion Alchemy Treasure $4 Worth 1?.
Apprentice Alchemy Action $5 +1 Action. Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ? in its cost. +X +1 1
Transmute Alchemy Action $P Trash a card from your hand. If it is an… Action card, gain a Duchy; Treasure card, gain a Transmute; Victory card, gain a Gold. 1 1
Vineyard Alchemy Victory $P Worth 1 Victory Point for every 3 Action cards in your deck (rounded down).
Apothecary Alchemy Action $2P +1 Card; +1 Action. Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order. +1 +1
Scrying Pool Alchemy Action – Attack $2P +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your ha +1
University Alchemy Action $2P +2 Actions. You may gain an Action card costing up to $5. +2 1
Alchemist Alchemy Action $3P +2 Cards; +1 Action. When you discard this from play, you may put this on top of your deck if you have a Potion in play. +2 +1
Familiar Alchemy Action – Attack $3P +1 Card; +1 Action. Each other player gains a curse. +1 +1 1
Philosopher's Stone Alchemy Treasure $3P When you play this, count your deck and discard pile. Worth $1 per 5 cards total between them (rounded down). $1
Golem Alchemy Action $4P Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards. Discard the other cards, then play the Action cards in either order. +2?
Possession Alchemy Action $6P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn. ?
Loan Prosperity Treasure $3 Worth $1. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. $1 1?
Trade Route Prosperity Action $3 +1 Buy; +$1 per token on the Trade Route mat. Trash a card from your hand.Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat. +1 $1? 1
Watchtower Prosperity Action – Reaction $3 Draw until you have 6 cards in hand. When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck. +X
Bishop Prosperity Action $4 +$1; +1 VP token. Trash a card from your hand. +VP tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand. $1 1
Monument Prosperity Action $4 +$2; +1 VP token. $2
Quarry Prosperity Treasure $4 Worth $1. While this is in play, Action cards cost $2 less, but not less than $0. $1
Talisman Prosperity Treasure $4 Worth $1. While this is in play, when you buy a card costing $4 or less that is not a Victory card, gain a copy of it. $1 1?
Worker's Village Prosperity Action $4 +1 Card; +2 Actions, +1 Buy +1 +2 +1
City Prosperity Action $5 +1 Card; +2 Actions. If there are one or more empty Supply piles, +1 Card. If there are two or more, +$1 and +1 Buy. +1 +2 +1 $1
Contraband Prosperity Treasure $5 Worth $3. +1 Buy. When you play this, the player to your left names a card. You can’t buy that card this turn. +1 $3
Counting House Prosperity Action $5 Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. +X
Mint Prosperity Action $5 You may reveal a Treasure card from your hand. Gain a copy of it. When you buy this, trash all Treasures you have in play. X? 1
Mountebank Prosperity Action – Attack $5 $2. Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper. $2 2?
Rabble Prosperity Action – Attack $5 +3 Cards. Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. +3
Royal Seal Prosperity Treasure $5 Worth $2. While this is in play, when you gain a card, you may put that card on top of your deck. $2
Vault Prosperity Action $5 +2 Cards. Discard any number of cards. +$1 per card discarded. Each other player may discard 2 cards. If he does, he draws a card. +2, -X $X
Venture Prosperity Treasure $5 Worth $1. When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. $1
Goons Prosperity Action – Attack $6 +1 Buy; +$2. Each other player discards down to 3 cards in hand. While this is in play, when you buy a card, +1 VP token. +1 $2
Grand Market Prosperity Action $6 +1 Card; +1 Action; +1 Buy; +$2. You can’t buy this if you have any Copper in play. +1 +1 +1 $2
Hoard Prosperity Treasure $6 Worth $2. While this is in play, when you buy a Victory card, gain a Gold. $2 1?
Bank Prosperity Treasure $7 Worth $?. When you play this, it’s worth $1 per Treasure card you have in play (counting this). $1
Expand Prosperity Action $7 Trash a card from your hand. Gain a card costing up to $3 more than the trashed card. 1 1
Forge Prosperity Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards. X? 1
King’s CourtFile:King’s Court.jpg Prosperity Action $7 You may choose an Action card in your hand. Play it three times.
Peddler Prosperity Action $8* +1 Card; +1 Action; +$1. During your Buy phase, this costs $2 less per Action card you have in play, but not less than $0. +1 +1 $1
Platinum Prosperity Treasure $9 Worth $5
Colony Prosperity Victory $11 10 Victory Points
Hamlet Cornucopia Action $2 +1 Card; +1 Action. You may discard a card; if you do, +1 Action. You may discard a card; if you do, +1 Buy. +1, -2? +2? +1?
Fortune Teller Cornucopia Action – Attack $3 $2. Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards. $2
Menagerie Cornucopia Action $3 +1 Action. Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card. +3? +1
Farming Village Cornucopia Action $4 +2 Actions. Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards. 1 +2
Horse Traders Cornucopia Action – Reaction $4 +1 Buy; +$3; Discard 2 cards. When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand. -2 +1 $3
Remake Cornucopia Action $4 Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card. $1 2 2
Tournament Cornucopia Action $4 +1 Action. Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card, +$1. +1?, -1? +1 $1 1?
Young Witch Cornucopia Action – Attack $4 +2 Cards. Discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn’t, he gains a Curse. Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards. +2, -2 1?
Harvest Cornucopia Action $5 Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed. $X
Horn of Plenty Cornucopia Treasure $5 Worth $0. When you play this, gain a card costing up to $1 per differently named card you have in play, counting this. If it’s a Victory card, trash this. $1 Self? 1
Hunting Party Cornucopia Action $5 +1 Card; +1 Action. Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest. +1 +1
Jester Cornucopia Action – Attack $5 $2. Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice. $2 1? 1?
Fairgrounds Cornucopia Victory $6 Worth 2VP for every 5 differently named cards in your deck (round down).
Bag of Gold Cornucopia Action – Prize $0* +1 Action. Gain a Gold, putting it on top of your deck. +1 1
Diadem Cornucopia Treasure – Prize $0* Worth $2. When you play this, +$1 per unused Action you have (Action, not Action card). $2?
Followers Cornucopia Action – Attack – Prize $0* +2 Cards. Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand. +2 1 1
Princess Cornucopia Action – Prize $0* +1 Buy. While this is in play, cards cost $2 less, but not less than $0. +1 $2?
Trusty Steed Cornucopia Action – Prize $0* Choose two: +2 Cards; or +2 Actions; or +$2; or gain 4 Silvers and put your deck into your discard pile. +2? +2? $2? 4?
Crossroads Hinterlands Action $2 Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions. +1 +3?
Duchess Hinterlands Action $2 $2. Each player (including you) looks at the top card of his deck, and discards it or puts it back. —In games using this, when you gain a Duchy, you may gain a Duchess. $2 1?
Fool’s GoldFile:Fool’s Gold.jpg Hinterlands Treasure – Reaction $2 If this is the first time you played a Fool’s Gold this turn, this is worth $1, otherwise it’s worth $4. — When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck. $1 Self? 1?
Develop Hinterlands Action $3 Trash a card from your hand. Gain a card costing exactly $1 more than it and a card costing exactly $1 less than it, in either order, putting them on top of your deck. $1 1 2
Oasis Hinterlands Action $3 +1 Card; +1 Action; +$1. Discard a card. +1, -1 +1 $1
Oracle Hinterlands Action – Attack $3 Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses. +2 Cards +2
Scheme Hinterlands Action $3 +1 Card; +1 Action. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. +1 +1
Tunnel Hinterlands Victory – Reaction $3 2 Victory Points. —When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold. 1?
Jack of All Trades Hinterlands Action $4 Gain a Silver. Look at the top card of your deck; discard it or put it back. Draw until you have 5 cards in hand. You may trash a card from your hand that is not a Treasure. +X 1? 1
Noble Brigand Hinterlands Action – Attack $4 $1. When you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn’t reveal a Treasure, he gains a Copper. You gain the trashed cards. $1 1?
Nomad Camp Hinterlands Action $4 +1 Buy; +$2. —When you gain this, put it on top of your deck. +1 $2
Silk Road Hinterlands Victory $4 Worth 1 Victory Point for every 4 Victory cards in your deck (round down).
Spice Merchant Hinterlands Action $4 You may trash a Treasure from your hand. If you do, choose one:. +2 Cards and +1 Action;. or +$2 and +1 Buy. +2 +1 +1 $2 1?
Trader Hinterlands Action – Reaction $4 Trash a card from your hand. Gain a number of Silvers equal to its cost in coins. — When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver. 1 ?
Cache Hinterlands Treasure $5 Worth $3. —When you gain this, gain two Coppers. $3 2?
Cartographer Hinterlands Action $5 +1 Card; +1 Action. Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order. +1 +1
Embassy Hinterlands Action $5 +5 Cards. Discard 3 cards. — When you gain this, each other player gains a Silver. +5, -3
Haggler Hinterlands Action $5 $2. —While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card. $2 1?
Highway Hinterlands Action $5 +1 Card; +1 Action. —While this is in play, cards cost $1 less, but not less than $0. +1 +1 $1
Ill-Gotten Gains Hinterlands Treasure $5 Worth $1. When you play this, you may gain a Copper, putting it into your hand. — When you gain this, each other player gains a Curse. $1 1? 1?
Inn Hinterlands Action $5 +2 Cards; +2 Actions. Discard 2 cards. — When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck. +2, -2 +2
Mandarin Hinterlands Action $5 $3. Put a card from your hand on top of your deck. — When you gain this, put all Treasures you have in play on top of your deck in any order. $3
Margrave Hinterlands Action – Attack $5 +3 Cards; +1 Buy. Each other player draws a card, then discards down to 3 cards in hand. +3 +1
Stables Hinterlands Action $5 You may discard a Treasure. If you do, +3 Cards and +1 Action. +3, -1 +1
Border Village Hinterlands Action $6 +1 Card; +2 Actions. —When you gain this, gain a card costing less than this. +1 +2 1?
Farmland Hinterlands Victory $6 2 VP. —When you buy this, trash a card from your hand. Gain a card costing exactly $2 more than the trashed card. 1? 1?
Madman Dark Ages Action $0* +2 Actions. Return this to the Madman pile. If you do, +1 Card per card in your hand. (This is not in the Supply.) +X +2
Mercenary Dark Ages Action – Attack $0* You may trash 2 cards from your hand. If you do, +2 Cards, + $2, and each other player discards down to 3 cards in hand. (This is not in the Supply.) +2? $2? 2?
Spoils Dark Ages Treasure $0* $3. When you play this, return it to the pile. $3
Poor House Dark Ages Action $1 $4. Reveal your hand. -$1 per Treasure card in your hand, to a minimum of $0. $1
Beggar Dark Ages Action – Reaction $2 Gain 3 Coppers, putting them into your hand. — When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck. 3
Squire Dark Ages Action $2 $1. Choose one: +2 Actions; or +2 Buys; or gain a Silver. — When you trash this, gain an Attack card. +2 +2 $1 1?
Vagrant Dark Ages Action $2 +1 Card; +1 Action. Reveal the top card of your deck. If it’s a Victory card, Curse, Ruins, or Shelter, put it into your hand. +1 +1
Forager Dark Ages Action $3 +1 Action; +1 Buy. Trash a card from your hand. +$1 per differently named Treasure in the trash. +1 +1 $X 1
Hermit Dark Ages Action $3 Look through your discard pile. You may trash a card that is not a Treasure, from your discard pile or your hand. Gain a card costing up to $3. — When you discard this from play, if you didn’t buy any cards this turn, trash this and gain a Madman (from the Madman pile). $3 1? 1
Market Square Dark Ages Action – Reaction $3 +1 Card; +1 Action; +1 Buy. — When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold. +1, -1? +1 +1 1?
Sage Dark Ages Action $3 +1 Action. Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. +1 +1 $3
Storeroom Dark Ages Action $3 +1 Buy. Discard any number of cards. +1 Card per card discarded. Discard any number of cards. +$1 per card discarded the second time. +X, -X +1 $1
Urchin Dark Ages Action – Attack $3 +1 Card; +1 Action. Each other player discards down to 4 cards in hand. — When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile. +1 +1 Self? 1?
Armory Dark Ages Action $4 Gain a card costing up to $4. Put it on top of your deck. 1
Death Cart Dark Ages Action – Looter $4 $5. You may trash an Action card from your hand. If you don’t, trash this. — When you gain this, gain two Ruins. 1? 2?
Feodum Dark Ages Victory $4 Worth 1 VP for every 3 Silvers in your deck. — When you trash this, gain 3 Silvers. 3?
Fortress Dark Ages Action $4 +1 Card; +2 Actions. — When you trash this, put it into your hand. +1 +2
Ironmonger Dark Ages Action $4 +1 Card; +1 Action. Reveal the top card of your deck; you may discard it. If it is an Action card, +1 Action; a Treasure card, +$1; a Victory card, +1 Card. +1 +1 $1
Marauder Dark Ages Action – Attack – Looter $4 Gain a Spoils. Each other player gains a Ruins. 1
Procession Dark Ages Action $4 You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it. $1 1 1
Rats Dark Ages Action $4 +1 Card; +1 Action. Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats). — When this is trashed, +1 Card. +1 +1 1 1
Scavenger Dark Ages Action $4 $2. You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck. $2
Wandering Minstrel Dark Ages Action $4 +1 Card; +2 Actions. Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest. +1 +2
Band of Misfits Dark Ages Action $5 Play this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play.
Bandit Camp Dark Ages Action $5 +1 Card; +2 Actions. Gain a Spoils. +1 +2 1
Catacombs Dark Ages Action $5 Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and +3 Cards. — When you trash this, gain a cheaper card. +3 1
Count Dark Ages Action $5 Choose one: Discard 2 cards; put a card from your hand on top of your deck; or gain a Copper. Choose one: +$3; trash your hand; or gain a Duchy. -2? $3? X? 1?
Counterfeit Dark Ages Treasure $5 $1; +1 Buy. When you play this, you may play a treasure from your hand twice. If you do, trash that treasure. +1 $1 1?
Cultist Dark Ages Action – Attack – Looter $5 +2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. — When you trash this, +3 Cards. +2
Graverobber Dark Ages Action $5 Choose one: Gain a card from the trash costing from $3 to $6, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to $3 more than it. 1? 1
Junk Dealer Dark Ages Action $5 +1 Card; +1 Action; +$1. Trash a card from your hand. +1 +1 $1 1
Mystic Dark Ages Action $5 +1 Action. +$2. Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand. +1 $2
Pillage Dark Ages Action – Attack $5 Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils. Self 2
Rebuild Dark Ages Action $5 +1 Action. Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to $3 more than it. +1 1? 1?
Rogue Dark Ages Action – Attack $5 $2. If there are any cards in the trash costing from $3 to $6, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. $2 1?
Altar Dark Ages Action $6 Trash a card from your hand. Gain a card costing up to $5. 1 1
Hunting Grounds Dark Ages Action $6 +4 Cards. — When this is trashed, gain a Duchy or 3 Estates. 3?
Ruins Dark Ages $0 50 total, 10 of each type, shuffled into a pile of ten per opponent, like Curses
Abandoned Mine Dark Ages Action – Ruins $0 +1 Coin $1
Ruined Library Dark Ages Action – Ruins $0 +1 Card +1
Ruined Market Dark Ages Action – Ruins $0 +1 Buy +1
Ruined Village Dark Ages Action – Ruins $0 +1 Action +1
Survivors Dark Ages Action – Ruins $0 Look at the top 2 cards of your deck. Discard them or put them back in any order.
Knights Dark Ages $? One of each, all shuffled into one Kingdom pile
Dame Anna Dark Ages Action – Attack – Knight $5 You may trash up to 2 cards from your hand. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. 2?
Dame Josephine Dark Ages Action – Attack – Victory – Knight $5 Worth 2 VP. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
Dame Molly Dark Ages Action – Attack – Knight $5 +2 Actions. Each other player discards the top 2 cards of his deck, and trashes one of them costing from $3 to $6. If a Knight is trashed by this, trash this card. +2 Self?
Dame Natalie Dark Ages Action – Attack – Knight $5 You may gain a card costing up to $3. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Self? 1?
Dame Sylvia Dark Ages Action – Attack – Knight $5 $2. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. $2 Self?
Sir Bailey Dark Ages Action – Attack – Knight $5 +1 Card; +1 Action. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. +1 +1 Self?
Sir Destry Dark Ages Action – Attack – Knight $5 +2 Cards. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. +2 Self?
Sir Martin Dark Ages Action – Attack – Knight $4 +2 Buys. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. +2 Self?
Sir Michael Dark Ages Action – Attack – Knight $5 Each other player discards down to 3 cards in hand. Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Self?
Sir Vander Dark Ages Action – Attack – Knight $5 Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. — When this is trashed, gain a Gold. Self? 1?
Shelters Dark Ages $0 Replaces starting Estates
Hovel Dark Ages Reaction – Shelter $1 When you buy a Victory card, you may trash this from your hand. Self?
Necropolis Dark Ages Action – Shelter $1 +2 Actions +2
Overgrown Estate Dark Ages Victory – Shelter $1 0 VP. — When you trash this, +1 Card. +X
Candlestick Maker Guilds Action $2 +1 Action. +1 Buy. Take a Coin token. +1 +1
Stonemason Guilds Action $2+ Trash a card from your hand. Gain 2 cards each costing less than it. — When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid. 1 2
Doctor Guilds Action $3+ Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. — When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back. X?
Masterpiece Guilds Treasure $3+ Worth $1. —When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid. $1 ?
Advisor Guilds Action $4 +1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand. +2 +1
Herald Guilds Action $4+ +1 Card. +1 Action. Reveal the top card of your deck. If it is an Action, play it. — When you buy this, you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it on top of your deck. +1 +1 $1
Plaza Guilds Action $4 +1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token. +1, -1? +2 +1?
Taxman Guilds Action – Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck. 1? 1?
Baker Guilds Action $5 +1 Card. +1 Action. Take a Coin token. — Setup: Each player takes a Coin token. +1 +1
Butcher Guilds Action $5 Take 2 Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid. 1? 1?
Journeyman Guilds Action $5 Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest. +3
Merchant Guild Guilds Action $5 +1 Buy. +$1. — While this is in play, when you buy a card, take a Coin token. +1 $1
Soothsayer Guilds Action – Attack $5 Gain a Gold. Each other player gains a Curse. Each player who did draws a card. 1 1
Black Market Promotional Action $3 $2. Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply. $2
Envoy Promotional Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest. +4
Walled Village Promotional Action $4 +1 Card; +2 Actions. —At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck. +1 +2
Governor Promotional Action $5 +1 Action. Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more. +3? +1 1? 1?
Stash Promotional Treasure $5 Worth $2. When you shuffle, you may put this anywhere in your deck. $2
Prince Promotional Action $8 You may set this aside. If you do, set aside an Action card from your hand costing up to $4. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)