Triggered effects
This page is about the timing of card effects. For the type of card, see Event.
There are many cards that trigger effects at times other than when they get played.
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 does something to multiple cards, unless that effect is explicitly sequential, the affected cards are dealt with all 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), then trash the other card. Both cards must be trashed simultaneously, and on-trash effects dealt with afterwards. On the other hand, Remake also trashes two cards, but the wording "Do this twice" informs the player to trash cards one at a time.
- At the end of the game, your discard pile, your hand, cards you have in play, and cards you've set aside are put in your deck. Cards on your Tavern mat also count as being in your deck.
Buying
When you buy this
- Mint: Trash all Treasures you have in play.
- Noble Brigand: 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.
- Farmland: Trash a card from your hand. Gain a card costing exactly more than the trashed card.
- Port: Gain another Port.
- Alms: If you have no Treasures in play, gain a card costing up to .
- Borrow: +1 Buy. If your -1 Card token isn't on your deck, put it there and + .
- Quest: You may discard an Attack, or two Curses, or any six cards. If you do, gain a Gold.
- Save: +1 Buy. Set aside a card from your hand.
- Scouting Party: +1 Buy. Look at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.
- Travelling Fair: +2 Buys.
- Bonfire: Trash up to 2 cards you have in play.
- Ferry: Move your - cost token to an Action Supply pile.
- Plan: Move your Trashing token to an Action Supply pile.
- Pilgrimage: Turn your Journey token over; then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.
- Ball: Take your - token. Gain 2 cards each costing up to .
- Raid: Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.
- Seaway: Gain an Action card costing up to . Move your +1 Buy token to its pile.
- Trade: Trash up to 2 cards from your hand. Gain a Silver per card you trashed.
- Lost Arts: Move your +1 Action token to an Action Supply pile.
- Training: Move your + token to an Action Supply pile.
- Inheritance: Set aside a non-Victory Action card from the Supply costing up to . Move your Estate token to it (your Estates gain the abilities and types of that card).
- Pathfinding: Move your +1 Card token to an Action Supply pile.
When you buy this, you may overpay
- Stonemason: Gain 2 Actions each costing the amount you overpaid.
- Doctor: For each you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
- Masterpiece: Gain a Silver per you overpaid.
- Herald: For each you overpaid, look through your discard pile and put a card from it on top of your deck.
When this is your first buy in a turn
- Messenger: Gain a card costing up to , and each other player gains a copy of it.
When you buy a card
- Gain a Curse card per Embargo token on that pile. (global rule with a reminder on Embargo)
- Gain a Curse card per opponents' Swamp Hag played since your last turn, barring Lighthouse or Moat.
- Put your hand on top of your deck in any order if an opponent played Haunted Woods since your last turn, barring Lighthouse or Moat.
- You may trash a card, if your Trashing token is on that card's pile.
When you buy a Victory card
- Hovel: You may trash this from your hand.
While this is in play, when you buy a card
- Goons: +1
- Haggler: Gain a card costing less than it that is not a Victory card.
- Merchant Guild: Take a Coin token.
While this is in play, when you buy a Victory card
- Hoard: Gain a Gold.
While this is in play, when you buy a card costing
or less that is not a Victory card- Talisman: Gain a copy of it.
Gaining
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, 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 2 Ruins.
- Lost City: Each other player draws a card.
When you gain a card
- Watchtower: You may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
- Travelling Fair: You may put [the gained card] on top of your deck.
When you gain a Duchy
When you gain a card costing up to
While this is in play, when you gain a card
- Royal Seal: You may put that card on top of your deck.
When another player gains a card
When another player gains a Province
- Fool's Gold: You may trash this from your hand. If you do, gain a Gold, putting it on your deck.
When you would gain this
- Nomad Camp: [This card's gaining destination is changed to] the top of your deck.
- although the card text says "when you gain this", the actual effect is more consistent with a "would-gain" timing, changing the destination of the card (usually your discard pile) before the gaining happens
When you would gain a card
- Possession: [The player to your right] gains it instead.
- Trader: You may reveal this from your hand. If you do, instead gain a Silver.
Discarding
When you discard this other than during a Clean-up phase
- Tunnel: You may reveal it. If you do, gain a Gold.
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 on top of your deck.
- Alchemist: You may put this on top of your deck if you have a Potion in play.
- Hermit: If you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
- Page: You may exchange it for a Treasure Hunter.
- Treasure Hunter: You may exchange it for a Warrior.
- Warrior: You may exchange it for a Hero.
- Hero: You may exchange it for a Champion.
- Peasant: You may exchange it for a Soldier.
- Soldier: You may exchange it for a Fugitive.
- Fugitive: You may exchange it for a Disciple.
- Disciple: You may exchange it for a Teacher.
When you discard a card from play
When you discard the chosen card from play this turn
- Scheme: Put it on your deck.
Trashing
When you trash this
- Overgrown Estate: +1 Card.
- Squire: Gain an Attack card.
- Feodum: Gain 3 Silvers.
- Fortress: Put it into your hand.
- Rats: +1 Card.
- Catacombs: Gain a cheaper card.
- Cultist: +3 cards.
- Sir Vander: Gain a Gold.
- Hunting Grounds: Gain a Duchy or 3 Estates.
When you trash a card
- Possession: The card is set aside.
- Market Square: You may discard this from your hand. If you do, gain a Gold.
Playing cards
When another player plays an Attack card
- Moat: You may reveal this from your hand. If you do, you are unaffected by that Attack.
- Secret Chamber: You may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.
- Horse Traders: You may set this aside from your hand. If you do, at the start of your next turn, +1 Card and return this to your hand.
- Beggar: You may discard this [from your hand]. If you do, gain 2 Silvers, putting one on top of your deck.
- Caravan Guard: You may play this from your hand.
While this is in play, when you play another Attack card
When you play a card
When you play an Action card
- Champion: +1 Action.
- +1 Card if your +1 Card token is on that card's Supply pile.
- +1 Action if your +1 Action token is on that card's Supply pile.
- +1 Buy if your +1 Buy token is on that card's Supply pile.
- +token is on that card's Supply pile. if your +
When you play a Copper this turn
- Coppersmith: Copper produces an extra .
Directly after resolving an Action
- Coin of the Realm: You may call this, for +2 Actions.
- Royal Carriage: If it's still in play, you may call this, to replay that Action.
When you would play this
- Band of Misfits: [Choose] an Action card in the Supply costing less than this.
Cards in play
While this is in play
- Lighthouse: Attack cards [played by other players] don't affect you.
- Quarry: Action cards cost less, but not less than .
- Talisman: When you buy a card costing or less that is not a Victory card, 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, but not less than .
- Haggler: When you buy a card, gain a card costing less than it that is not a Victory card.
- Highway: Cards cost less, but not less than .
- Urchin: When you play another Attack card, you may trash this. If you do, gain a mercenary from the Mercenary pile.
- Band of Misfits: This is [the chosen card].
- Champion: Attack cards [played by other players] don't affect you.
- Bridge Troll: Cards cost less on your turns, but not less than .
While another card is in play
While Copper is in play
- Grand Market: You can't buy this.
Turn phases
For the rest of this turn
- Bridge: Cards cost less, but not less than .
- Coppersmith: [When you play a Copper,] it produces an extra .
- Contraband: You can't buy the card your opponent named.
During your turns
- Bridge Troll: While this is in play, cards cost less, but not less than .
- Cards from the pile with your -cost token cost less, but not less than .
During your extra turn
- Possession: [The player to your right] can see all cards [you] can and makes all decisions for [you]. Any cards [you] would gain, [he] gains instead; any cards of [yours] that are trashed are set aside.
- Mission: You can't buy cards.
During your Buy phase
- Peddler: This costs less per Action card you have in play.
At the end of your Buy phase
- Wine Merchant: If you have at least unspent, you may discard this from your Tavern mat.
In the Clean-up phase
At the start of Clean-up
- Scheme: You may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
- 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.
At the end of Clean-up, when you would draw cards
- Outpost: Only draw 3 cards (instead of 5).
At the end of this turn
- Possession: [Any cards that were] trashed and set aside, are returned to [your] discard pile.
- Save: Put [the card set aside by this] into your hand.
- Expedition: Draw 2 extra cards for your next hand.
After this turn
- Outpost: Take an extra turn.
- Possession: The player to your left takes an extra turn, in which you can see all cards he can and make all decisions for him.
- Mission: Take another turn, in which you can't buy cards.
Until your next turn
- Haunted Woods: When any other player buys a card, he puts his hand on top of his deck in any order.
- Swamp Hag: When any other player buys a card, he gains a Curse.
At the start of your turn
- Ratcatcher: You may call this, to trash a card from 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, gain a card costing up to more than it, and put that card into your hand.
- Hireling: +1 Card.
- Teacher: You may call this, to move your +1 Card, +1 Action, +1 Buy, or + token to an Action Supply pile you have no token on.
- Prince: Play [chosen Action], setting it aside again when you discard it from play.
At the start of your next turn
- Haven: Put the set aside card into your hand.
- Lighthouse + .
- Fishing Village: +1 Action, + .
- Caravan: +1 card.
- Merchant Ship: + .
- Tactician: +5 Cards, +1 Buy, and +1 Action.
- Wharf: +2 Cards, +1 Buy.
- Horse Traders: +1 Card and return this to 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 cards set aside by this] into your hand.
- Bridge Troll: +1 Buy.
- Haunted Woods: +3 Cards.
- Swamp Hag: +
For the rest of the game
- Champion: When another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.
Other events
When you shuffle [this in your deck]
- Stash: You may put this anywhere in your deck.
When you would draw a card
- -1 Card token: [If this is on your deck,] instead lose this.
When you get
- -token: [If this is in front of you,] get less and lose this.
At the start of the game
- Young Witch: Add an extra Kingdom card pile costing or to the Supply.
- Knights: Shuffle the Knight pile.
- Baker: Each player takes a Coin token.
- Black Market: Make a Black Market deck out of one copy of each Kingdom card not in the supply.